community-cypher-system-ref.../patches/base/010-strip-terminal-whitespace.patch
Brian S. Stephan 50fd495b2c
replace non-breaking space characters with spaces
this is a formatting/publishing artifact that we don't need in the
Markdown, and the existence of those characters is throwing off some
other scripts

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-04-04 13:19:53 -05:00

28972 lines
1.3 MiB
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--- _tmp/ccsrd.md 2025-04-04 13:09:49.819629578 -0500
+++ _tmp/ccsrd.new.md 2025-04-04 13:10:06.785733345 -0500
@@ -715,7 +715,7 @@
setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of
grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
-Individual Role: Warriors are physical,
+Individual Role: Warriors are physical,
action-oriented people. Theyre more likely to overcome a challenge using force than by other means, and they often take
the most straightforward path toward their goals.
@@ -1842,7 +1842,7 @@
In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
-a type ability for an ability from one of the character flavors such as combat, magic, or stealth. 
+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
@@ -1851,28 +1851,28 @@
Fire. For a healer, choose Works Miracles.
Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys. 
+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
-of Strength, and Rages. 
+of Strength, and Rages.
Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
-Masters Spells. 
+Masters Spells.
Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus. 
+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-Cleric (death): Consorts With the Dead, Shepherds Spirits 
+Cleric (death): Consorts With the Dead, Shepherds Spirits
-Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading 
+Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-Cleric (light): Blazes With Radiance, Channels Divine Blessings 
+Cleric (light): Blazes With Radiance, Channels Divine Blessings
-Cleric (storm): Rides the Lightning, Thunders 
+Cleric (storm): Rides the Lightning, Thunders
Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
@@ -1880,40 +1880,40 @@
Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
-focus, but for more specific options, see the following foci: 
+focus, but for more specific options, see the following foci:
-Druid (animal companion): Controls Beasts, Masters the Swarm 
+Druid (animal companion): Controls Beasts, Masters the Swarm
Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-Ice 
+Ice
-Druid (nature affinity): Speaks for the Land 
+Druid (nature affinity): Speaks for the Land
Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
-fighting role, see the following: 
+fighting role, see the following:
Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-Bastion. 
+Bastion.
-Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once 
+Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*. 
+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
-Justice, and Operates Undercover. 
+Justice, and Operates Undercover.
Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
merchant character, but the more obvious choice would be a Speaker.
Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy. 
+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
@@ -1921,45 +1921,45 @@
Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once. 
+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys. 
+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
-spells. For sorcerers of various magical bloodlines, see the following: 
+spells. For sorcerers of various magical bloodlines, see the following:
-Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally 
+Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
Sorcerer (destiny): Descends From Nobility, Was Foretold
Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-Lightning, Wears a Sheen of Ice 
+Lightning, Wears a Sheen of Ice
-Sorcerer (fey): Takes Animal Shape\* 
+Sorcerer (fey): Takes Animal Shape\*
-Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally 
+Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
magical (or Explorers if they arent magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-Entertains. 
+Entertains.
War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
-Enchanted Weapon\*. 
+Enchanted Weapon\*.
Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
-just as well. 
+just as well.
Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
flavor. The best focus that suits this theme is Uses Wild Magic\*.
@@ -1967,20 +1967,20 @@
Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
-For more specific kinds of wizards, see the following: 
+For more specific kinds of wizards, see the following:
-Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice 
+Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally 
+Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-Mental Powers, Leads 
+Mental Powers, Leads
-Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice 
+Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-Wizard (illusionist): Awakens Dreams, Crafts Illusions 
+Wizard (illusionist): Awakens Dreams, Crafts Illusions
-Wizard (necromancer): Consorts With the Dead, Shepherds Spirits 
+Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
@@ -2141,7 +2141,7 @@
TECHNOLOGY FLAVOR
-Characters with a flavor of technology typically are from science fiction or at least modern-day
+Characters with a flavor of technology typically are from science fiction or at least modern-day
settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with
technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
@@ -2359,7 +2359,7 @@
SKILLS AND KNOWLEDGE FLAVOR
This flavor is for characters in roles that call for more knowledge and more real-world application of talent. Its less
-flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
+flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
know-how is the real solution to a problem.
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
@@ -2922,7 +2922,7 @@
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
adventure.
-1\. You suspect that you might gain a long-term
+1\. You suspect that you might gain a long-term
advantage from helping the other PCs and may be able to use that advantage against your enemies.
2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
@@ -3101,7 +3101,7 @@
FOOLISH
Not everyone can be brilliant. Oh, you dont think of yourself as stupid, and youre not. Its just that others might
-have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
+have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
about things. Worryings never helped you, so why bother? You take things at face value and dont fret about what
tomorrow might bring.
@@ -4272,7 +4272,7 @@
Pick one other PC. That character has a habit that annoys you, but youre otherwise quite impressed with their
abilities.
-Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
+Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
focus-provided attribute. You would like to train them, but youre not necessarily qualified to teach (thats up to
you), and they might not be interested (thats up to them).
@@ -4298,9 +4298,9 @@
Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their
eyes (but from your perspective, alls fair in a fight). They may be ready for a rematch, though thats up to them.
-Pick one other PC. You are always trying
+Pick one other PC. You are always trying
to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their
-respect, or perhaps youre romantically interested
+respect, or perhaps youre romantically interested
in them.
Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
@@ -4773,9 +4773,9 @@
You can copy others skills, abilities, and superpowers.
-Tier 1: Flex Skill 
+Tier 1: Flex Skill
-Tier 1: Flex Skill 
+Tier 1: Flex Skill
Tier 2: Copy Power
@@ -5232,7 +5232,7 @@
Tier 1: Face Morph
-Tier 1: Interaction Skills 
+Tier 1: Interaction Skills
Tier 2: Body Morph
@@ -5242,11 +5242,11 @@
Tier 4: Ageless
-Tier 4: Think Your Way Out 
+Tier 4: Think Your Way Out
-Tier 5: Memory Becomes Action 
+Tier 5: Memory Becomes Action
-Tier 6: Divide Your Mind or Infer Thoughts 
+Tier 6: Divide Your Mind or Infer Thoughts
GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
@@ -5321,7 +5321,7 @@
Tier 1: Dimensional Squeeze
-Tier 2: Opportunist 
+Tier 2: Opportunist
Tier 3: Defensive Blinking or Teleportation Burst
@@ -6019,15 +6019,15 @@
Tier 1: Temporary Light
-Tier 2: Entangling Force 
+Tier 2: Entangling Force
-Tier 3: Harder Light or Sculpt Light 
+Tier 3: Harder Light or Sculpt Light
-Tier 4: Greater Enhanced Intellect 
+Tier 4: Greater Enhanced Intellect
-Tier 5: Improved Sculpt Light 
+Tier 5: Improved Sculpt Light
-Tier 6: Defensive Field or Flight 
+Tier 6: Defensive Field or Flight
GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
@@ -6049,7 +6049,7 @@
GM Intrusions: Some secrets are too terrible to know.
-Separates Mind From Body
+Separates Mind From Body
You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
Tier 1: Third Eye
@@ -6132,7 +6132,7 @@
SHRINKS TO MINUTE SIZE
-You can shrink down to the size of a bug and, with enough experience, even smaller. 
+You can shrink down to the size of a bug and, with enough experience, even smaller.
Tier 1: Shrink
@@ -6218,9 +6218,9 @@
Tier 3: Acrobatic Attack or Flying Companion
-Tier 4: Hard to Hit 
+Tier 4: Hard to Hit
-Tier 5: Up to Speed 
+Tier 5: Up to Speed
Tier 6: Hard Target or Defense Master
@@ -6308,11 +6308,11 @@
Tier 2: Safe Fall
-Tier 3: Bypass Barrier or Misdirect 
+Tier 3: Bypass Barrier or Misdirect
-Tier 4: Resilience 
+Tier 4: Resilience
-Tier 5: Free to Move 
+Tier 5: Free to Move
Tier 6:Break the Ranks or Not Dead Yet
@@ -6321,11 +6321,11 @@
TAKES ANIMAL SHAPE
-You can transform yourself into an animal. 
+You can transform yourself into an animal.
Tier 1: Animal Shape
-Tier 2: Communication 
+Tier 2: Communication
Tier 2: Soothe the Savage
@@ -6412,17 +6412,17 @@
You can summon storms or break them apart.
-Tier 1: Hover 
+Tier 1: Hover
-Tier 2: Wind Armor 
+Tier 2: Wind Armor
Tier 3: Bolts of Power or Storm Seed
-Tier 4: Windrider 
+Tier 4: Windrider
-Tier 5: Cold Burst 
+Tier 5: Cold Burst
-Tier 6: Control Weather or Wind Chariot 
+Tier 6: Control Weather or Wind Chariot
GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
The weather is seeded by a much smaller effect, and a storm grows out of control.
@@ -6461,7 +6461,7 @@
Tier 2: Destined for Greatness
-Tier 3: Overcome All Obstacles or
+Tier 3: Overcome All Obstacles or
Hard-Won Resilience
Tier 4: Center of Attention
@@ -6499,7 +6499,7 @@
Tier 2: Heads-Up Display
-Tier 3: Fusion Armor or Incredible
+Tier 3: Fusion Armor or Incredible
Health
Tier 4: Force Blast
@@ -6530,7 +6530,7 @@
Tier 5: Enchanted Movement
-Tier 6: Deadly Strike or Spin Attack 
+Tier 6: Deadly Strike or Spin Attack
GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
action to reestablish the attunement. The weapons energy discharges in an unexpected way.
@@ -6539,19 +6539,19 @@
You bend light and manipulate beams of force for offense and defense.
-Tier 1: Vanish 
+Tier 1: Vanish
-Tier 2: Entangling Force 
+Tier 2: Entangling Force
Tier 2: Sharp Senses
-Tier 3: Force Field Barrier or Multi-Vanish 
+Tier 3: Force Field Barrier or Multi-Vanish
-Tier 4: Invisibility 
+Tier 4: Invisibility
Tier 5: Defensive Field
-Tier 6: Concussion or Generate Force Field 
+Tier 6: Concussion or Generate Force Field
GM Intrusions: Invisibility partially fades, revealing the characters presence. A force field is pierced by an unusual
or unexpected attack.
@@ -6592,7 +6592,7 @@
Tier 5: Expert Skill
-Tier 6: Greater Enhanced Potential or
+Tier 6: Greater Enhanced Potential or
Hard-Won Resilience
GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
@@ -6679,13 +6679,13 @@
TakeS ANiMAL SHAPE
-A shapechanger who can take the form of various animals. 
+A shapechanger who can take the form of various animals.
Tier 1: Animal Shape
-Tier 2: Communication 
+Tier 2: Communication
-Tier 2: Soothe the Savage 
+Tier 2: Soothe the Savage
Tier 3: Bigger Animal Shape or Greater Beast Form (works with Animal Shape)
@@ -6700,7 +6700,7 @@
USES WILD MAGIC
-spellcaster who learns a variety of spells instead of focusing on just one kind of magic. 
+spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
Tier 1: Magical Repertoire
@@ -6722,15 +6722,15 @@
WALKS THE WILD WOODS
-An adherent of nature magic who draws on the power and strength of trees. 
+An adherent of nature magic who draws on the power and strength of trees.
-Tier 1: Wilderness Life 
+Tier 1: Wilderness Life
Tier 1: Patient Recovery
Tier 2: Wooden Body
-Tier 3: Tree Companion or Wilderness Awareness 
+Tier 3: Tree Companion or Wilderness Awareness
Tier 4: Tree Travel
@@ -6759,7 +6759,7 @@
Tier 5: Enchanted Movement
-Tier 6: Deadly Strike or Spin Attack 
+Tier 6: Deadly Strike or Spin Attack
GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish
the attunement. The weaponsenergy discharges in an unexpected way
@@ -6784,27 +6784,27 @@
FOCUS CATEGORIES
-Ally use
+Ally use
-Basic
+Basic
-Energy manipulation
+Energy manipulation
-Environment manipulation
+Environment manipulation
-Exploration
+Exploration
-Influence
+Influence
-Irregular
+Irregular
-Movement expertise
+Movement expertise
-Striker combat
+Striker combat
-Support
+Support
-Tank combat
+Tank combat
CHOOSING ABILITIES BY RELATIVE POWER
@@ -6835,7 +6835,7 @@
systems. And so on.
Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an
-additional ability, even if the guidelines for that tier dont indicate one. If you do add an ability, or there is a
+additional ability, even if the guidelines for that tier dont indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldnt have it, it might mean that the choice given at the next tier, or
the previous tier, isnt quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
but dont underpower it, either.
@@ -7206,7 +7206,7 @@
Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it)
using the focuss theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
-heavier. An
+heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant
a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the
character with the benefits of that foreknowledge. And so on.
@@ -7254,12 +7254,12 @@
prioritized.
Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require
-specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
+specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.
Connection: Choose four relevant connections from the Focus Connections list.
-Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
+Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to
gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
@@ -7418,7 +7418,7 @@
Connection: Choose four relevant connections from the Focus Connections list.
-Additional Equipment: Any object necessary to the focuss theme. For instance, a
+Additional Equipment: Any object necessary to the focuss theme. For instance, a
superhero-themed focus might grant a superhero costume.
Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
@@ -7555,7 +7555,7 @@
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4
(though high tier rather than mid tier).
-The other option should be something that further explores the use of the basic
+The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
related to the movement.
@@ -7634,7 +7634,7 @@
If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against
that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
-Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
+Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasnt gained at tier 1.
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
@@ -7809,8 +7809,8 @@
capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple
physical enhancement if defense is gained by skills or enhanced healing.
-The other option should provide an offensive
-capability, especially if creating a non-transformation
+The other option should provide an offensive
+capability, especially if creating a non-transformation
focus that doesnt already have offensive benefits. That capability could be an enhanced attack or provide some other
benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
@@ -7842,7 +7842,7 @@
At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of
these replacement abilities, particularly at the higher tiers, might involve body modification, integration with
-high-tech
+high-tech
devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
TIER 1
@@ -8100,7 +8100,7 @@
Legal Intern
-Masterful Armor
+Masterful Armor
Modification
Multiplicity
@@ -8575,7 +8575,7 @@
Deep Consideration
-Drawing on Lifes
+Drawing on Lifes
Experiences
Information Gathering
@@ -9079,7 +9079,7 @@
Living Light
-Masterful Armor
+Masterful Armor
Modification
Mental Projection
@@ -9325,7 +9325,7 @@
Lost in the Chaos
-Masterful Armor
+Masterful Armor
Modification
Mastery in Armor
@@ -10475,7 +10475,7 @@
you also use your Intellect Edge instead of your Speed Edge). Enabler.
All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you
-attempt. You cant use this ability again until after youve taken a
+attempt. You cant use this ability again until after youve taken a
ten-hour recovery action. Action.
Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature.
@@ -10539,7 +10539,7 @@
animalistic features, even if that animal is something much smaller than you (such as a bat or rat). In this hybrid form
you can speak, use all of your abilities, make attacks like an animal, and perform tasks using hands without being
hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or
-revert. 
+revert.
“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
similar to wolves and foxes, and so on.
@@ -10575,7 +10575,7 @@
| Leopard | Climbing or stealth | Fast |
| Lizard | Climbing or stealth | Small |
| Octopus | Stealth | Aquatic |
-| Shark | Swimming  | Aquatic |
+| Shark | Swimming | Aquatic |
| Turtle | Might defense | Armor |
| Venomous snake | Climbing | Venom |
| Wolf | Perception | Scent |
@@ -10786,10 +10786,10 @@
your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
your animal forms natural attacks as heavy weapons (if you werent already). However, your Speed defense tasks are
hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
-intimidating, wading rivers, and so on. Enabler. 
+intimidating, wading rivers, and so on. Enabler.
Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a
-height of 12 feet (4 m).
+height of 12 feet (4 m).
Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are
trained in using your fists as heavy weapons (if you werent already). However, your Speed defense tasks are hindered.
While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
@@ -10897,7 +10897,7 @@
rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets
in the area take 1 point of damage even if you fail the attack roll. Action.
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
to open a door, and the illusion of a fireplace hot to the touch.
@@ -10994,7 +10994,7 @@
Burst of Escape (5 Speed points): You can take two separate actions this round, as long as one of them is to hide or to
move in a direction that is not toward a foe. Enabler.
-Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
+Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through,
pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place
between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the
@@ -11082,7 +11082,7 @@
increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
-Cast Illusion: You can increase the range at which you create and maintain your
+Cast Illusion: You can increase the range at which you create and maintain your
immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
Castigate (4 Intellect points): You intimidate any opponent within long range who understands speech (even if it is not
@@ -11117,7 +11117,7 @@
Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-whether to spend the cost for this ability before you make each attack. Enabler. 
+whether to spend the cost for this ability before you make each attack. Enabler.
Charging Horde (7 Might points): You and two or more of your followers next to you can act like a single creature to
make a charge attack. When you do, all of you move up to a short distance, during which time you can attack anything
@@ -11154,7 +11154,7 @@
Colossal: When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5
more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of
damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height
-further, your total height increases by 10 feet
+further, your total height increases by 10 feet
(3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll,
if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to
your Might Pool. Enabler.
@@ -11379,7 +11379,7 @@
up to 1 foot (30 cm) of any material that is level 6 or lower. The material can be up to 1 foot thick. Action.
Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
-creature to affect it. Enabler. 
+creature to affect it. Enabler.
Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
of the second cyphers normal effect, you add one free level of Effort to the first cypher spell. Enabler.
@@ -11512,7 +11512,7 @@
on. In addition, Speed defense rolls made by the innocent creature gain an asset. You can protect only one innocent
creature at a time. Action to initiate.
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler. 
+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
Defense Against Robots: You have studied your enemy and are trained in anticipating the actions that a robot or machine
is likely to take in a fight. Defense tasks you attempt against these foes are eased. Enabler.
@@ -11692,7 +11692,7 @@
rolls until the effect wears off. Action to initiate.
Diver: You can safely dive into water from heights of up to 100 feet (30 m), and you can withstand pressure when in
-water as deep as
+water as deep as
100 feet. Enabler.
Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks.
@@ -11777,7 +11777,7 @@
woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
-or until they are attacked. Some creatures without minds might be immune to this fear. Action. 
+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
Dream Becomes Reality (4 Intellect points): You create a dream object of any shape you can imagine that is your size or
smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a
@@ -11904,13 +11904,13 @@
pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-that ability and this one increases to very long. Action. 
+that ability and this one increases to very long. Action.
Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-initiate, ten minutes to complete. Enabler. 
+initiate, ten minutes to complete. Enabler.
If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
chose this new weapon.
@@ -11923,7 +11923,7 @@
Action.
Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For
-example, if the typical person can hold their breath for thirty seconds, you can
+example, if the typical person can hold their breath for thirty seconds, you can
hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours.
In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The
minimum duration is always one round. Enabler.
@@ -12049,7 +12049,7 @@
it remains for ten minutes. You have no idea what happens to the target while its gone, but at the end of ten minutes,
it returns to the precise spot it left. Action.
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler. 
+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
Experienced Defender: When wearing armor, you gain +1 to Armor. Enabler.
@@ -12106,7 +12106,7 @@
choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that
if your attack fails against them). This drains your Siphon Pool to 0 points. Action.
-Extra Recovery: You gain an additional
+Extra Recovery: You gain an additional
one-action recovery each day. Enabler.
Extra Skill: You are trained in one skill of your choice (other than attacks or defense) in which you are not already
@@ -12356,7 +12356,7 @@
hindered. Enabler.
Force Blast: You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered
-Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
+Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
(60 m). Action.
Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within
@@ -12621,7 +12621,7 @@
Group Friendship (4 Intellect points): You convince a sentient creature to regard you (and up to ten creatures that you
designate within immediate distance of you) positively, as they would a potential friend. Action.
-Guide Bolt (4+ Intellect points): When you make
+Guide Bolt (4+ Intellect points): When you make
an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attacks aim
and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of
Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use
@@ -12851,7 +12851,7 @@
should do otherwise). Action.
Improved Command Spirit: When you use your Command Spirit ability, you can command a spirit or animate undead creature
-of up to level 7.
+of up to level 7.
Enabler.
Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature,
@@ -13271,7 +13271,7 @@
Lock (2+ Intellect points): A door, gate, chest, drawer, locket, or other object that can be closed within long range
snaps shut and is magically locked (level 3 effect) for one hour. If an object or creature is physically holding the
-target object open, you must also succeed on an
+target object open, you must also succeed on an
Intellect-based attack. For each level of Effort you apply, the quality of the magical lock increases by one level.
Action to initiate.
@@ -13349,7 +13349,7 @@
Moment, the attack or task is eased. Enabler.
Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must
-fit within a
+fit within a
100-foot (30 m) cube. The images can move, but they cant leave the area defined by the cube. The illusion includes
sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond
immediate range of the cube, the illusion vanishes. Action to create.
@@ -13498,17 +13498,17 @@
again with the benefit of an asset, you need to study and plan again. Enabler.
Microgravity Adept: You ignore all the ill effects of low gravity and no gravity on movement; you are trained in
-low-gravity maneuvers and
+low-gravity maneuvers and
zero-gravity maneuvers. (You might still be subject to negative biological effects of long-term exposure, if any.)
Enabler.
Microgravity Avoidance: By taking advantage of microgravity conditions, you gain an asset to Speed defense tasks while
-in zero-gravity or
+in zero-gravity or
low-gravity conditions. Enabler.
Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for one
minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the
-target and sense what it senses. You can allow it to act freely or override its control on a
+target and sense what it senses. You can allow it to act freely or override its control on a
case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the
maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three
levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must
@@ -13536,7 +13536,7 @@
6 points to your Intellect Pool. Action.
Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image
-must fit within a 10-foot (3 m)
+must fit within a 10-foot (3 m)
cube. The image can move (for example, you could make the illusion of a person walk or attack), but it cant leave the
area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change
the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again
@@ -14166,8 +14166,8 @@
(usually no more than three before the spirit fades).
First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an
-object that was owned by
-the creature, or touch the physical remains
+object that was owned by
+the creature, or touch the physical remains
of the creature. For other spirits, you must know the spirits full name or have a great deal of an element (such as
fire or earth) that the spirit is associated with.
@@ -14234,7 +14234,7 @@
reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In
addition, the target can take one extra action at any time before the abilitys duration expires. Action.
-Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
+Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
one-action recovery roll as part of another action or when it isnt your turn, your ten-minute recovery roll takes you
only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you
make a recovery roll when it isnt your turn, until the end of your next turn all of your tasks are hindered. Enabler.
@@ -14341,7 +14341,7 @@
Resilience: You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores
Armor. Enabler.
-Resilient Duplicate: Increase the health of
+Resilient Duplicate: Increase the health of
any duplicate you create (such as with Duplicate) by 5. Enabler.
Resilient Ice Armor: The sheen of ice you generate using your Ice Armor ability gives you an additional +1 to Armor.
@@ -14546,7 +14546,7 @@
See History (4 Intellect points): You touch an object, read the subtle echoes of its existence through time, ask the GM
a question about the objects past, and get a general answer. The answers are often in the form of brief images or
sensations rather than specific answers in a language you know. The GM assigns a level to the question, so the more
-obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other
+obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other
than your current location is level 1, and obscure knowledge of the past is level 7. After you use this ability, you
have an asset on identifying the object. Action. (“Obscure” is a relative term—a sage might not know how a vampire
acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that
@@ -15691,7 +15691,7 @@
at about 20 miles (32 km) per hour and are not affected by terrain. Action to initiate.
Wings of Fire (4 Intellect points): While your Shroud of Flame is active, you can spread wings of fire and can levitate,
-moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
+moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
non-movement action on your turn. Action.
Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
@@ -15766,14 +15766,14 @@
ANIMAL FORM MINOR ABILITIES TABLE
-| Animal  | Skill Training  | Other Abilities  |
+| Animal | Skill Training | Other Abilities |
|-------------------|------------------------|------------------|
| Ape | Climbing | Hands |
| Badger | Climbing | Scent |
-| Bat | Perception  | Flying |
+| Bat | Perception | Flying |
| Bear | Climbing | Scent |
| Bird | Perception | Flying |
-| Boar | Might defense  | Scent |
+| Boar | Might defense | Scent |
| Cat | Climbing or stealth | Small |
| Constrictor snake | Climbing | Constrict |
| Crocodile | Stealth or swimming | Constrict |
@@ -15788,7 +15788,7 @@
| Shark | Swimming | Aquatic |
| Turtle | Might defense | Armor |
| Venomous snake | Climbing | Venom |
-| Wolf | Perception  | Scent |
+| Wolf | Perception | Scent |
Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
@@ -15941,43 +15941,43 @@
FANTASY ARMOR DESCRIPTIONS
You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
-Speed Effort cost of the worst one). 
+Speed Effort cost of the worst one).
Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
giant lizard or rhinoceros.
Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
-movement than full plate at the cost of some protection. 
+movement than full plate at the cost of some protection.
-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.” 
+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.” 
+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
-dwarven smiths know how to make it). 
+dwarven smiths know how to make it).
Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
-elven smiths know how to make it). 
+elven smiths know how to make it).
Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
-joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.” 
+joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
Heavy cloth: Clothing thats heavy enough to reduce the effect of attacks against you, such as winter clothing or a
fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
but not bashing attacks like clubs or hammers. Heavy cloth doesnt have a Speed Effort cost. It cant be worn with other
-kinds of armor. 
+kinds of armor.
Hides and furs: Made from thick or poorly cured animal skins. Its heavier and bulkier than other kinds of leather
-armor, but easier to make, especially by resource-poor crafters. 
+armor, but easier to make, especially by resource-poor crafters.
Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
your torso. Its stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
-concept. 
+concept.
Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
@@ -15985,7 +15985,7 @@
doesnt have a Speed Effort cost. It cant be worn with other kinds of armor.
Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
-mail.” 
+mail.”
Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
@@ -15995,7 +15995,7 @@
| Heavy cloth | 1\* | 0 | 3 gp |
| Hides and furs | 1 | 1 | 10 gp |
| Leather jerkin | 1 | 1 | 10 gp |
-| Padded  | 1\* | 0 | 5 gp |
+| Padded | 1\* | 0 | 5 gp |
| Medium Armor | Armor | Speed Effort Additional Cost | Price |
| Beastskin | 2 | 2 | 10 gp |
| Breastplate | 2 | 2 | 400 gp |
@@ -16008,7 +16008,7 @@
| Scale | 3 | 0 | 50 gp |
| Shield | asset\*\* | | 10 gp |
-\* Only against piercing and slashing attacks 
+\* Only against piercing and slashing attacks
\*\* Using a shield provides the wearer with an asset on Speed defense tasks
@@ -16052,79 +16052,79 @@
FANTASY WEAPONS DESCRIPTIONS
-Battleaxe: A wooden pole with a blade on one end. 
+Battleaxe: A wooden pole with a blade on one end.
-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it. 
+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
-it. 
+it.
-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword. 
+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon. 
+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-Dagger: A very short blade for stabbing or slicing. 
+Dagger: A very short blade for stabbing or slicing.
-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain. 
+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one. 
+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-Greatsword: A two-handed version of the broadsword. 
+Greatsword: A two-handed version of the broadsword.
Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenters hammer) or two-sided (like a
-sledgehammer). 
+sledgehammer).
Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
-You need two hands to load it. 
+You need two hands to load it.
-Handaxe: A light, one-handed axe thats good for melee or throwing. 
+Handaxe: A light, one-handed axe thats good for melee or throwing.
Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
-reload. 
+reload.
-Heavy mace: A larger, two-handed version of a mace. 
+Heavy mace: A larger, two-handed version of a mace.
-Javelin: A light spear thats designed to be thrown. 
+Javelin: A light spear thats designed to be thrown.
Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
-thats spherical, flanged, or knobbed. 
+thats spherical, flanged, or knobbed.
-Maul: A larger version of the hammer, such as a sledgehammer. 
+Maul: A larger version of the hammer, such as a sledgehammer.
Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
-of their physical actions are hindered until they take an action to remove it. 
+of their physical actions are hindered until they take an action to remove it.
-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miners tool. 
+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miners tool.
Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
-pulling an opponent from their mount. 
+pulling an opponent from their mount.
-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long. 
+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-Rapier: A light sword with a thin blade used for stabbing and slashing. 
+Rapier: A light sword with a thin blade used for stabbing and slashing.
-Scimitar: A medium-length sword with a strongly curved blade. 
+Scimitar: A medium-length sword with a strongly curved blade.
Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
-as a weapon. 
+as a weapon.
Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
-to load it. Action to reload. 
+to load it. Action to reload.
-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end. 
+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-Throwing dart: A very short, light spear meant to be thrown rather than used in melee. 
+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-Trident: A three-pronged spear, often used for spear fishing. 
+Trident: A three-pronged spear, often used for spear fishing.
-Unarmed: A typical punch, kick, or other weaponless attack. 
+Unarmed: A typical punch, kick, or other weaponless attack.
Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
@@ -16148,29 +16148,29 @@
| Battleaxe | 10 gp | |
| Bow | 30 gp | Long range |
| Arrows (20) | 1 gp | |
-| Broadsword  | 15 gp | |
+| Broadsword | 15 gp | |
| Club | 1 sp | |
-| Crank crossbow | 250 gp  | Long range |
+| Crank crossbow | 250 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
| Light crossbow | 25 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
| Flail | 10 gp | |
| Hammer | 15 gp | |
| Javelin | 5 sp | Can be thrown up to long range |
-| Mace | 10 gp  | |
+| Mace | 10 gp | |
| Pick | 10 gp | |
| Polearm | 10 gp | |
| Quarterstaff | 2 sp | |
| Scimitar | 25 gp | |
-| Spear  | 1 gp | Can be thrown up to long range |
-| Trident  | 5 gp | |
+| Spear | 1 gp | Can be thrown up to long range |
+| Trident | 5 gp | |
| Heavy Weapons (6 points of damage) | Price | Notes |
| Greataxe | 30 gp | |
| Greatsword | 50 gp | |
| Heavy crossbow | 50 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
-| Heavy mace  | 15 gp | |
-| Maul  | 10 gp  | |
+| Heavy mace | 15 gp | |
+| Maul | 10 gp | |
EXPLOSIVE WEAPONS
@@ -16186,71 +16186,71 @@
Adventuring equipment DESCRIPTIONS
Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
-If poured carefully, it can damage or destroy a small item or areas made of stone or metal. 
+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
Adventuring pack: Includes 50 feet (15 m) of rope, three days iron rations, three spikes, small hammer, a set of warm
-clothes, boots, and three torches. 
+clothes, boots, and three torches.
Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor). 
+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
-grants an asset for identifying potion cyphers and similar mysterious liquids. 
+grants an asset for identifying potion cyphers and similar mysterious liquids.
-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope. 
+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
-string, 3 feet (1 m) of metal wire, and a handful of nails. 
+string, 3 feet (1 m) of metal wire, and a handful of nails.
-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors. 
+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
-assumes the character has already read the book and is looking for relevant information). 
+assumes the character has already read the book and is looking for relevant information).
Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
Speed defense roll or take 2 points of Speed damage (ignores Armor).
-Candle: A candle burns for one hour and creates dim light in an immediate area. 
+Candle: A candle burns for one hour and creates dim light in an immediate area.
-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks. 
+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects. 
+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses. 
+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
-parts are reusable, but the kit runs out after about five uses. 
+parts are reusable, but the kit runs out after about five uses.
Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both. 
+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
Lockpicks: Also known as thieves tools, this set provides everything a skilled person needs to pick locks and disarm
-traps. 
+traps.
Manacles: Metal or heavy wooden restraints that hold an enemys wrists or ankles in place and are secured with a pin. A
-common set of manacles is level 5. 
+common set of manacles is level 5.
Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
-of fire damage (ignores Armor) on anyone in or moving through the area. 
+of fire damage (ignores Armor) on anyone in or moving through the area.
-Signal horn: This horn can be heard up to a mile away. 
+Signal horn: This horn can be heard up to a mile away.
-Spyglass: This device grants an asset on perception tasks to see things at long range or longer. 
+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-Tent: This has enough room for two humans or three smaller people. 
+Tent: This has enough room for two humans or three smaller people.
Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
@@ -16321,35 +16321,35 @@
Fantasy clothing descriptions
Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
-shoes, and underclothes. 
+shoes, and underclothes.
Artisans outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-an apron and a belt for holding tools. 
+an apron and a belt for holding tools.
Ascetics outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments. 
+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-Cold-weather outfit: A heavier set of clothing for protection against cold weather. 
+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
Entertainers costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
bard, juggler, or acrobat.
Explorers outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-various activities and environments. 
+various activities and environments.
Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
-times as much. 
+times as much.
Peasants outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings. 
+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols. 
+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
Travelers outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-hood. 
+hood.
Wizards outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
@@ -16369,17 +16369,17 @@
| Travelers outfit | 2 gp |
| Wizards outfit | 5 gp |
-ANIMALS AND GEAR DESCRIPTIONS
-Draft horse: A strong horse able to carry or pull heavy loads. 
+ANIMALS AND GEAR DESCRIPTIONS
+Draft horse: A strong horse able to carry or pull heavy loads.
Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
-intruders than it is for accompanying adventurers into dangerous locations. 
+intruders than it is for accompanying adventurers into dangerous locations.
Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
-as a mount for a smaller-than-human creature such as a dwarf or halfling. 
+as a mount for a smaller-than-human creature such as a dwarf or halfling.
Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
-combat. 
+combat.
Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
such as a chariot.
@@ -16793,7 +16793,7 @@
of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply
grant the PC an additional action on their turn that same round.
-In combat, the easiest and most straightforward
+In combat, the easiest and most straightforward
major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for
combat.
@@ -16847,7 +16847,7 @@
Immediate distance from a character is within reach or within a few steps; if a character stands in a small room,
everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is
-sometimes referred to as close, or even
+sometimes referred to as close, or even
point-blank, particularly when referring to ranges.
(The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within
@@ -17152,10 +17152,10 @@
All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
-purposes, thats either a routine task, or a low-difficulty one (assuming no complicating factors are at play). 
+purposes, thats either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
-error, but occasionally because of a moon or extreme gravity source being someplace unforeseen. 
+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
trajectory on a failed piloting task, the difficulty determined by the situation.
@@ -17172,7 +17172,7 @@
Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black holes
event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
-fantastic tech-rated gravity nullifier isnt in use) suffer 1 point of ambient damage each round. 
+fantastic tech-rated gravity nullifier isnt in use) suffer 1 point of ambient damage each round.
A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
@@ -17205,7 +17205,7 @@
Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-fantastic settings, or possibly in solar systems other than Earths. 
+fantastic settings, or possibly in solar systems other than Earths.
Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
@@ -17326,7 +17326,7 @@
If all of a PCs stat Pools are above 0 and the character has taken special damage that moved them down the damage
track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a
-character who is debilitated from a hit with a
+character who is debilitated from a hit with a
cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
Special Damage
@@ -17523,7 +17523,7 @@
roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6
for two steps, and so on). If the attackers final result is higher, the attack hits. If the defenders result is
-higher,
+higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.
SPECIAL SITUATION: AREA ATTACKS
@@ -17550,7 +17550,7 @@
SPECIAL SITUATION: ATTACKING OBJECTS
Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
-Attacking inanimate objects with a melee weapon is a Might action. Objects have
+Attacking inanimate objects with a melee weapon is a Might action. Objects have
levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.
Intact is the default state for an object.
@@ -17636,20 +17636,20 @@
Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep
slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through
-it, and so on. Difficult terrain hinders move rolls and halves movement on a
+it, and so on. Difficult terrain hinders move rolls and halves movement on a
round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m).
-Difficult terrain reduces
+Difficult terrain reduces
long-term movement to a third of its normal rate.
-Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
+Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about
-12 feet(4 m),
+12 feet(4 m),
and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.
Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.
High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain.
-Characters trained in
+Characters trained in
high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.
Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a
@@ -18140,14 +18140,14 @@
Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-CRAFTING CYPHERS 
+CRAFTING CYPHERS
1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
what level of cypher theyre trying to create, which must be in the level range for the cypher as listed in the Cypher
System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-its level range, and should always be treated as a level 6 cypher when crafted by a PC. 
+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
@@ -18157,25 +18157,25 @@
|--------------|--------------------------|
| 1 | One inexpensive item |
| 2 | Two inexpensive items |
-| 3  | One moderate item |
+| 3 | One moderate item |
| 4 | Two moderate items |
-| 5 | Three moderate items  |
+| 5 | Three moderate items |
| 6 | One expensive item |
| 7 | Two expensive items |
| 8 | Three expensive items |
| 9 | One very expensive item |
-| 10  | Two very expensive items |
+| 10 | Two very expensive items |
3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
-skill) to do this sort of crafting; the character cannot attempt the task at all. 
+skill) to do this sort of crafting; the character cannot attempt the task at all.
4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
-they have to spend less time on crafting it. See the table below. 
+they have to spend less time on crafting it. See the table below.
For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
@@ -18198,11 +18198,11 @@
5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
-crafting task assessed as difficulty 5 requires five subtask successes. 
+crafting task assessed as difficulty 5 requires five subtask successes.
The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
-intervals over the course of the full time required to craft the item. 
+intervals over the course of the full time required to craft the item.
If at any point the crafter fails on a subtask, the item isnt ruined. Instead, the character only wasted the time spent
on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails
@@ -18234,7 +18234,7 @@
Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
-ritual takes from start to finish, once the preparations (if any) are complete. 
+ritual takes from start to finish, once the preparations (if any) are complete.
DIFFICULTY AND SUBTASKS
@@ -18245,21 +18245,21 @@
magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
-at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4. 
+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
If at any point the PC fails a subtask, the ritual isnt automatically ruined, but it costs time—a failure means the
time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
the ritual (perhaps equal to half the rituals overall level) means the whole thing needs to be started again. Skills,
assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
-the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. 
+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
POOL INVESTMENT
Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
-necessary to prevent a participating PC from dying during the ritual). 
+necessary to prevent a participating PC from dying during the ritual).
ACCELERATED PERFORMANCE
@@ -18268,7 +18268,7 @@
a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-EXAMPLE RITUALS 
+EXAMPLE RITUALS
The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
@@ -18277,18 +18277,18 @@
UNDERSTANDING THE EXAMPLES
-Each ritual is described in the following format. 
+Each ritual is described in the following format.
Level: The overall level of the ritual, which determines how many subtasks it has.
-Time: The preparation time (if any) and performance time. 
+Time: The preparation time (if any) and performance time.
-Roles: Things other characters can do to participate and help. 
+Roles: Things other characters can do to participate and help.
-Side Effects: Negative consequences for failed rolls or GM intrusions.
-Reagents: Resources that can help success. 
+Side Effects: Negative consequences for failed rolls or GM intrusions.
+Reagents: Resources that can help success.
-Pool: What kind of Pool points the ritual costs. 
+Pool: What kind of Pool points the ritual costs.
Other Assets: Kinds of abilities that can help success.
@@ -18298,20 +18298,20 @@
that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
-ritual merely gains its attention and gives the characters the opportunity to speak their case. 
+ritual merely gains its attention and gives the characters the opportunity to speak their case.
-Level: The level of the entity 
+Level: The level of the entity
-Time: Four hours of preparation, one hour of performance 
+Time: Four hours of preparation, one hour of performance
-Roles: Chanting, lighting candles, holding gifts/reagents 
+Roles: Chanting, lighting candles, holding gifts/reagents
Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
-entity will consider answering) 
+entity will consider answering)
-Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement 
+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Knowledge or control of similar entities
@@ -18324,26 +18324,26 @@
prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
the living or unfulfilled tasks completed). If the characters dont comply, they must magically threaten or compel the
-spirit to obey. 
+spirit to obey.
-Level: The level of the dead spirit 
+Level: The level of the dead spirit
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Chanting, holding hands in a circle, manipulating a spirit device 
+Roles: Chanting, holding hands in a circle, manipulating a spirit device
-Side Effects: Haunting, possession 
+Side Effects: Haunting, possession
-Reagents: Mementos of the spirits life, the spirits former physical remains, a person or creature to possess 
+Reagents: Mementos of the spirits life, the spirits former physical remains, a person or creature to possess
-Pool: Might or Intellect 
+Pool: Might or Intellect
-Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit 
+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
accordingly.
-CONJURE DEMON 
+CONJURE DEMON
Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
@@ -18351,24 +18351,24 @@
than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
-for the unwanted summoning). 
+for the unwanted summoning).
-Level: The level of the demon 
+Level: The level of the demon
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle 
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession 
+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
-representing anger, destruction, or hatred (according to the desired service) 
+representing anger, destruction, or hatred (according to the desired service)
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Knowledge or control of similar entities, secret name of the demon
-CONJURE DEVIL 
+CONJURE DEVIL
Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
@@ -18378,22 +18378,22 @@
If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
interruption).
-Level: The level of the devil 
+Level: The level of the devil
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle 
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
Side Effects: Bad smell, curse, infernal mark, possession
Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
-betrayal, deception, or greed (according to the desired service) 
+betrayal, deception, or greed (according to the desired service)
-Pool: Might or Intellect 
+Pool: Might or Intellect
-Other Assets: Knowledge or control of similar entities, secret name of the devil 
+Other Assets: Knowledge or control of similar entities, secret name of the devil
-CONJURE ELEMENTAL 
+CONJURE ELEMENTAL
Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
@@ -18401,93 +18401,93 @@
about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
water, and so on. If the summoners cant come to an agreement with the elemental, it might make one attack before it
-leaves. 
+leaves.
-Level: The level of the elemental 
+Level: The level of the elemental
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle 
+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-Side Effects: Damage, weakness toward one kind of attack 
+Side Effects: Damage, weakness toward one kind of attack
Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
-creatures 
+creatures
-Pool: Might, Speed, or Intellect, depending on the kind of elemental 
+Pool: Might, Speed, or Intellect, depending on the kind of elemental
Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
playing up their strengths are the key to bargaining with them.
-CONSECRATION 
+CONSECRATION
Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
very long distance across. Evil creatures and magical effects of less than the rituals level cant enter the area or
use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
-area are hindered by two steps. 
+area are hindered by two steps.
-Level: The level of the effects to protect against 
+Level: The level of the effects to protect against
-Time: One hour of preparation, two hours of performance 
+Time: One hour of preparation, two hours of performance
Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
-other suitable markers) 
+other suitable markers)
-Side Effects: Lights, sounds, weak spots or “back doors” in the barrier 
+Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-Reagents: Silver dust, sacred oil, buried blessed gemstones 
+Reagents: Silver dust, sacred oil, buried blessed gemstones
-Pool: Intellect 
+Pool: Intellect
-Other Assets: Warding magic, religious knowledge 
+Other Assets: Warding magic, religious knowledge
-ENCHANT WEAPON 
+ENCHANT WEAPON
Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
-next day. 
+next day.
-Level: 3 or 4 
+Level: 3 or 4
-Time: Thirty minutes of preparation, one hour of performance 
+Time: Thirty minutes of preparation, one hour of performance
-Roles: — 
+Roles: —
Side Effects: Weapon attack hindered, higher GM intrusion rate
-Reagents: Rare oils, gem dust 
+Reagents: Rare oils, gem dust
-Pool: Speed or Intellect 
+Pool: Speed or Intellect
Other Assets: Battle tactics, weapon crafting
In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-ENTOMBMENT 
+ENTOMBMENT
Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
-vessel. 
+vessel.
-Level: The level of the creature 
+Level: The level of the creature
-Time: Sixteen hours of preparation, one hour of performance 
+Time: Sixteen hours of preparation, one hour of performance
-Roles: Chanting, carrying or protecting the vessel 
+Roles: Chanting, carrying or protecting the vessel
-Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out 
+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects 
+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-Pool: Intellect 
+Pool: Intellect
Other Assets: Control magic, grappling, imprisoning magic, wards
-EXORCISM 
+EXORCISM
Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
@@ -18497,114 +18497,114 @@
for a year and a day. As with using the ritual to cleanse a location, this doesnt prevent other spirits from afflicting
the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-Level: The level of the most powerful hostile presence to be exorcised 
+Level: The level of the most powerful hostile presence to be exorcised
-Time: Two hours of preparation, two hours of performance 
+Time: Two hours of preparation, two hours of performance
Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
-incense 
+incense
-Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis 
+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-Reagents: Bindings, candles, holy water, religious icons and books, scapegoats 
+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-Pool: Intellect 
+Pool: Intellect
-Other Assets: Warding magic, religious knowledge 
+Other Assets: Warding magic, religious knowledge
Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-FLESH FOR KNOWLEDGE 
+FLESH FOR KNOWLEDGE
Sacrifices some of the ritualists flesh, inflicting Might and Speed damage equal to the level of the ritual and
permanently reducing the characters Pools by 4 points (the character can divide this loss between Might and Speed as
they see fit). The character experiences painful hallucinations that give them insight and understanding. They
immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
-advancement). 
+advancement).
-Level: Twice the tier of the ability the character wishes to learn 
+Level: Twice the tier of the ability the character wishes to learn
-Time: One hour of preparation, one hour of performance 
+Time: One hour of preparation, one hour of performance
-Roles: Chanting, restraining the subject of the ritual 
+Roles: Chanting, restraining the subject of the ritual
-Side Effects: Lasting damage, permanent damage, scarring 
+Side Effects: Lasting damage, permanent damage, scarring
-Reagents: Silver knife, silver vessel 
+Reagents: Silver knife, silver vessel
-Pool: See above 
+Pool: See above
-Other Assets: Pain tolerance, surgery 
+Other Assets: Pain tolerance, surgery
Instead of permanently reducing a characters Pools by 4 points, the GM could allow other permanent penalties such as
reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
points gained through recovery rolls by 2.
-PURIFICATION 
+PURIFICATION
Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
creature or object, which is then discarded or safely destroyed.
-Level: The level of the affliction or effect to remove 
+Level: The level of the affliction or effect to remove
-Time: One hour of preparation, two hours of performance 
+Time: One hour of preparation, two hours of performance
-Roles: Applying reagents, chanting 
+Roles: Applying reagents, chanting
-Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track 
+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
-the target, scapegoat, silver dust 
+the target, scapegoat, silver dust
-Pool: Might 
+Pool: Might
Other Assets: Healing magic, resistance to the targets affliction
-RESURRECTION 
+RESURRECTION
Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-anything that happened after they died. 
+anything that happened after they died.
-Level: The level of the deceased (at least tier 6 if a PC) 
+Level: The level of the deceased (at least tier 6 if a PC)
-Time: Five hours of preparation, two hours of performance 
+Time: Five hours of preparation, two hours of performance
-Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities 
+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
-damage 
+damage
Reagents: Deceaseds corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-items of importance to the deceased, parchment extolling the deceaseds history and deeds, soul-sympathetic items 
+items of importance to the deceased, parchment extolling the deceaseds history and deeds, soul-sympathetic items
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
spirit knowledge, secret name of the deceased
A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
-impaired state on the damage track instead of hale, requiring further rest or healing. 
+impaired state on the damage track instead of hale, requiring further rest or healing.
-SACRIFICIAL RITE 
+SACRIFICIAL RITE
A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-the final destination for the soul (such as placing it in a sword to create a magic item). 
+the final destination for the soul (such as placing it in a sword to create a magic item).
-Level: The level of the creature (at least tier 6 if a PC) 
+Level: The level of the creature (at least tier 6 if a PC)
Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
-restraining the creature, slaying the creature 
+restraining the creature, slaying the creature
-Side Effects: Creature rages or escapes, damage, dying curse, haunting 
+Side Effects: Creature rages or escapes, damage, dying curse, haunting
Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
-high as the creatures level) 
+high as the creatures level)
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Death spells, instant-kill abilities, soul manipulation
@@ -18651,11 +18651,11 @@
interact and cope with it. Technological devices that are not magical but deal with magic could include:
Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
-magical, it does not function again. 
+magical, it does not function again.
Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
suit. However, all of the wearers tasks to resist magical effects are eased. If the wearer takes even 1 point of
-physical damage, the suit rips and no longer functions until it is repaired and resealed. 
+physical damage, the suit rips and no longer functions until it is repaired and resealed.
Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
@@ -18666,26 +18666,26 @@
In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-FINDING PRYING EYES 
+FINDING PRYING EYES
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
-the location of the listener. 
+the location of the listener.
-POWER DEVICE 
+POWER DEVICE
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
-flashlight, the battery is fully charged. 
+flashlight, the battery is fully charged.
-SCREEN CONTROL 
+SCREEN CONTROL
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
@@ -18700,17 +18700,17 @@
takes (perhaps limited in that the controlled creature wont take actions that harm them or go against their nature,
such as attacking friends). But whats happening inside the controlled creatures head—whether during the effect or
afterward—often isnt specified. There are several options for the GM to consider, either for all kinds of mind-control
-magic or on a case-by-case basis. 
+magic or on a case-by-case basis.
Confusion: The controlled creature doesnt understand why theyre doing things they normally wouldnt do, but they
arent aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
that they dont know why they did those things, or come up with an explanation justifying (to themselves and others)
-their reasons for those actions. 
+their reasons for those actions.
Dream: The controlled creature is aware of whats going on but perceives it in a dreamlike state. They may believe that
theyre in control of themselves the entire time, or somewhat aware that theyre not fully in control (similar to being
intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the
-events but may not realize that someone else was controlling them. 
+events but may not realize that someone else was controlling them.
Trapped: The active thoughts in the controlled creatures head come from the controller, but the creature still has a
small voice or awareness in the background, like theyre a prisoner in their own mind. This horrible situation usually
@@ -18742,19 +18742,19 @@
Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
and powerful martial arts styles. This doesnt change anything in the game mechanically—no one gets the ability to use
weapons that they wouldnt normally have under the rules. But it does change the flavor, suggesting that no PC is
-entirely ignorant of weapons or close combat. 
+entirely ignorant of weapons or close combat.
Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It is
reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described with a
magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character, and so
-on. 
+on.
Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
-little effort, and true warriors can shatter stones with their blows. 
+little effort, and true warriors can shatter stones with their blows.
-Wounds heal faster. Everyone gains +1 to all recovery rolls. 
+Wounds heal faster. Everyone gains +1 to all recovery rolls.
Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document, in
particular the power shift optional rules. These may derive from almost supernatural levels of training in various
@@ -18799,7 +18799,7 @@
defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
enough to convince it to perform a service without compensation. A creature doesnt automatically know if someone has
learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
-informed opponent has some kind of advantage against them and deduce that their secret name is involved. 
+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
Learning a true name is difficult and takes time. A character wanting to discover a creatures true name might choose
the Uncover a Secret character arc to do so.
@@ -18816,23 +18816,23 @@
shouldnt be able to grant a boon more powerful than itself. Therefore, its reasonable that a level 6 creature could
create a level 6 effect. The GM could look at the creatures other abilities (or abilities of other creatures of its
level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
-result downward until its appropriate for the creatures power. 
+result downward until its appropriate for the creatures power.
Wishing for more wishes doesnt work because a creature shouldnt be able to create something more powerful than
itself—at least not without some investment of time and other resources, like a character using XP to acquire an
artifact.
-FANTASY RULES MODULE 
+FANTASY RULES MODULE
AWARDING TREASURE
-Its best to think of gold and magic as two different kinds of currencies that characters have access to. 
+Its best to think of gold and magic as two different kinds of currencies that characters have access to.
GOLD
The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
-a typical fantasy campaign, the characters should become wealthier as they advance. 
+a typical fantasy campaign, the characters should become wealthier as they advance.
MANIFEST CYPHERS
@@ -18854,7 +18854,7 @@
Artifacts are the high end of magical currency, and in terms of buying and selling them, theyre like manifest cyphers:
not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
artifact of about the same level. Unlike cyphers, the game doesnt assume that PCs have frequent opportunities to gain
-new artifacts or replace the ones that deplete. 
+new artifacts or replace the ones that deplete.
In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
@@ -18870,24 +18870,24 @@
WALLS
Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
-by a creature). Anything describing walls in this section also applies to ceilings and floors. 
+by a creature). Anything describing walls in this section also applies to ceilings and floors.
Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
blindly (hindered by four steps), but its usually easier to break a hole in the wall and attack through the hole. Paper
walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper
-wall, and a cloth wall is probably level 2. 
+wall, and a cloth wall is probably level 2.
Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a partition
within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might be level 5.
Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks
-are hindered). 
+are hindered).
Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold them
in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a cave
wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to suit
their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or built
inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but resistant to
-bashing and slashing weapons (attacks are hindered). 
+bashing and slashing weapons (attacks are hindered).
Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
@@ -18895,29 +18895,29 @@
Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task). 
+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire (attacks
-with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered). 
+with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
-shop. 
+shop.
Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
-especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5. 
+especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a center
point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to piercing
-weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered). 
+weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-kings tomb. In a damp environment like a dungeon, they tend to rust and stick in place. 
+kings tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
archers to fire at the creatures trapped by it. Theyre also useful in closing access to a waterway without impacting
-its flow. A wooden portcullis is relatively fragile and usually isnt meant to keep anyone out for long. 
+its flow. A wooden portcullis is relatively fragile and usually isnt meant to keep anyone out for long.
Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
@@ -18937,7 +18937,7 @@
Most characters wont notice traps unless actively looking for them; they dont know a trap is in the area until their
presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-dangers are present. 
+dangers are present.
Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
@@ -18974,23 +18974,23 @@
The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
standard template that includes the following categories. If an entry doesnt apply to a particular trap, it is omitted
-from the listing. 
+from the listing.
Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
-(always three times the traps level). 
+(always three times the traps level).
Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
it has a limited number of uses, and so on.
Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
-if its the normal amount for a trap of its level. 
+if its the normal amount for a trap of its level.
Modifications: Use these numbers when a traps information says to use a different target number. For example, a level 4
trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the traps attacks, defenses, and
-stealth (how hard or easy it is to notice the trap). 
+stealth (how hard or easy it is to notice the trap).
GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. Its just one
possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
@@ -18998,28 +18998,28 @@
COMMON TRAP POISONS
Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
-and one hour. 
+and one hour.
Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
-ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate. 
+ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll. 
+Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
Debilitating: The poison hinders all of the creatures actions by one or two steps if they fail a defense roll. (Some
poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
-are ten minutes, one hour, and ten hours. 
+are ten minutes, one hour, and ten hours.
-Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll. 
+Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
-every round. 
+every round.
Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
-minutes, one hour, and ten hours. 
+minutes, one hour, and ten hours.
Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
@@ -19032,11 +19032,11 @@
hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
-releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once. 
+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall) 
+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
@@ -19044,17 +19044,17 @@
CRUSHING WALL 6 (18)
A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
-could be built in its place). 
+could be built in its place).
A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
so that triggering the trap makes the area impassible.
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
difficult terrain.
-Damage Inflicted: 6 points (ignores Armor) 
+Damage Inflicted: 6 points (ignores Armor)
GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
@@ -19063,24 +19063,24 @@
DISINTEGRATION 7 (21)
A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
-any object destroyed by it) turns to dust. 
+any object destroyed by it) turns to dust.
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
-ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage. 
+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
EXPLOSIVE GLYPH 4 (12)
A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
-electrified salt water, or a gout of burning oil. 
+electrified salt water, or a gout of burning oil.
Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
-they make their defense roll. 
+they make their defense roll.
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
GM Intrusion: The glyph marks the characters face with a symbol indicating they are a thief. The glyph makes the
character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
@@ -19089,16 +19089,16 @@
FLOODING ROOM 4 (12)
Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
-creatures in it begin to drown. 
+creatures in it begin to drown.
A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
starting to suffocate. (Restoring the air allows the characters to awaken, but doesnt move them back up the damage
-track.) 
+track.)
-Damage Inflicted: None until drowning starts 
+Damage Inflicted: None until drowning starts
-Modifications: Defends as level 7 
+Modifications: Defends as level 7
GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
@@ -19106,20 +19106,20 @@
MANGLER 3 (9)
A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
-hindering all actions requiring that hand by one or two steps. 
+hindering all actions requiring that hand by one or two steps.
A floor variant is a small trapdoor over a closed compartment, which mangles the characters foot when they step on the
trapdoor, reducing their movement speed by half.
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
lasting damage to the characters eye and partially blinding them. A gentler variant traps the characters limb in glue
instead of inflicting damage. The characters extremity might be glued to the hole, or they may be able to pull free but
-have a glue pot stuck on their hand or foot. 
+have a glue pot stuck on their hand or foot.
-Damage Inflicted: 3 points, plus lasting damage 
+Damage Inflicted: 3 points, plus lasting damage
-Modifications: Stealth as level 4 
+Modifications: Stealth as level 4
GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
@@ -19130,12 +19130,12 @@
A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-A variant of this trap is a snare made of sturdy cord or wire. 
+A variant of this trap is a snare made of sturdy cord or wire.
Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
-roll to break or escape the net) 
+roll to break or escape the net)
-Modifications: Attacks as level 5, defends as level 2 
+Modifications: Attacks as level 5, defends as level 2
GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
@@ -19146,12 +19146,12 @@
A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
-debris. 
+debris.
A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
-enough weight reaches the middle section. 
+enough weight reaches the middle section.
-Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor) 
+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
@@ -19163,17 +19163,17 @@
POISON GAS 3 (9)
The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
-harm, it is likely that the character wont realize at first that theyve sprung a trap. 
+harm, it is likely that the character wont realize at first that theyve sprung a trap.
A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
-torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the traps level. 
+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the traps level.
A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
-creatures. 
+creatures.
-Damage Inflicted: As poison 
+Damage Inflicted: As poison
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
@@ -19182,11 +19182,11 @@
POISON NEEDLE 5 (15)
A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
-mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times. 
+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
Damage Inflicted: 1 point (plus poison)
-Modifications: Stealth as level 6 
+Modifications: Stealth as level 6
GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
@@ -19196,9 +19196,9 @@
An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-hindered. Otherwise, it is even chances what side they end up on. 
+hindered. Otherwise, it is even chances what side they end up on.
-A variant of this trap is a solid wall. A magical variant is a force field. 
+A variant of this trap is a solid wall. A magical variant is a force field.
Damage Inflicted: 5 points
@@ -19210,15 +19210,15 @@
ROLLING BOULDER 6 (12)
A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
-the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere. 
+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
-becomes an obstacle. 
+becomes an obstacle.
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Modifications: Defends as level 7 
+Modifications: Defends as level 7
GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the characters
location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
@@ -19230,11 +19230,11 @@
A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
(such as the width of a corridor) or leave a tiny safe space just beyond the blades reach so a creature who knows of
the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
-nearby that allows a creature to reset it manually. 
+nearby that allows a creature to reset it manually.
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Modifications: Attacks as level 6 
+Modifications: Attacks as level 6
GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
@@ -19244,9 +19244,9 @@
A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-resets after a minute or has a manual reset lever at the top or bottom of the stairs. 
+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor) 
+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
@@ -19255,9 +19255,9 @@
SNAKE PIT 4 (12)
The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
-immediately attack the character and perhaps others in the area. 
+immediately attack the character and perhaps others in the area.
-Damage Inflicted: As per the swarm of snakes 
+Damage Inflicted: As per the swarm of snakes
GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
@@ -19265,11 +19265,11 @@
SPEAR 4 (12)
The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
-version of an arrow trap, and the same suggestions for that trap apply to this one.) 
+version of an arrow trap, and the same suggestions for that trap apply to this one.)
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall) 
+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
@@ -19279,9 +19279,9 @@
The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
oubliette, or a very deep pit. Its more efficient to kill an intruder than to teleport them, so teleportation is
-usually reserved for trapping creatures for interrogation. 
+usually reserved for trapping creatures for interrogation.
-Damage Inflicted: None 
+Damage Inflicted: None
GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
@@ -19612,7 +19612,7 @@
The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the
rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might
-decide that XP earned during a game is to be spent on immediate and short- and
+decide that XP earned during a game is to be spent on immediate and short- and
medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character
advancement (long-term uses).
@@ -19636,7 +19636,7 @@
reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.
Resolution: This is the wrap-up or denouement. Its a time for the character to reflect on what happened, tie up any
-loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
+loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.
Within the arc, most of the time a part is probably optional, depending on the situation—although its hard to envision
@@ -19780,7 +19780,7 @@
CREATION
-You want to make something. This might be a magic item, a painting, a novel, or a machine.
+You want to make something. This might be a magic item, a painting, a novel, or a machine.
Opening: Make a Plan. You figure out what you need, what youre going to do, and how youre going to do it.
@@ -20611,7 +20611,7 @@
training in a skill and another gives an inability in that skill, they cancel each other out and the character doesnt
have any modifier for that skill at all.
-DESCRIPTORS AS SPECIES 
+DESCRIPTORS AS SPECIES
If a player wants to play a nearly human species without any exceptional or unique special abilities, its easy for a GM
to pick an appropriate descriptor and use it as that species descriptor. A greyhound-like species might have the Fast
@@ -20624,22 +20624,22 @@
traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
-As long as they leave you alone, what they think is fine with you. 
+As long as they leave you alone, what they think is fine with you.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks. 
+Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage. 
+Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You were curious as to what the other PCs were up to. 
+1\. You were curious as to what the other PCs were up to.
-2\. You needed to get out of town, and the PCs were going in the same direction as you. 
+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that. 
+3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
4\. It seemed like a lark.
@@ -20648,9 +20648,9 @@
You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
-people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals. 
+people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-You gain the following characteristics: 
+You gain the following characteristics:
Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
@@ -20659,20 +20659,20 @@
all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
-Action. 
+Action.
-Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath. 
+Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered. 
+Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
adventure.
-1\. You believe the other PCs can help you solve a mystery about your heritage. 
+1\. You believe the other PCs can help you solve a mystery about your heritage.
-2\. You needed to get out of town, and the PCs were going in the same direction as you. 
+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-3\. Your creator, master, or mentor told you to help the PCs. 
+3\. Your creator, master, or mentor told you to help the PCs.
4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
@@ -20753,31 +20753,31 @@
You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
-passion for life, exploration, and creation. 
+passion for life, exploration, and creation.
-You gain the following characteristics: 
+You gain the following characteristics:
-Genius: +2 to your Intellect Pool. 
+Genius: +2 to your Intellect Pool.
Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
-woodcarving, or pottery. 
+woodcarving, or pottery.
-Skill: You are practiced in using hammers. 
+Skill: You are practiced in using hammers.
-Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion. 
+Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered. 
+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Additional Equipment: You have a bag of light tools or a bag of heavy tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You think an object or material youve been looking for can be found where the other PCs are going. 
+1\. You think an object or material youve been looking for can be found where the other PCs are going.
2\. You were recruited because of your knowledge on a particular subject.
-3\. You were bored and it sounded like the PCs were going to do something interesting. 
+3\. You were bored and it sounded like the PCs were going to do something interesting.
4\. You owe one of the PCs a favor for a useful gift in the past.
@@ -20817,30 +20817,30 @@
and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
your people get things done using deception and criminal activity. You and humans have a lot in common—youre just more
-compact and efficient about it. 
+compact and efficient about it.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +2 to your Speed Pool. 
+Agile: +2 to your Speed Pool.
-Skill: You are trained in pleasant social interactions. 
+Skill: You are trained in pleasant social interactions.
-Skill: You are trained in stealth. 
+Skill: You are trained in stealth.
-Skill: You are trained in Intellect defense. 
+Skill: You are trained in Intellect defense.
-Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll. 
+Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered. 
+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You were fleeing someone and literally ran into the other PCs. 
+1\. You were fleeing someone and literally ran into the other PCs.
-2\. You were invited (or invited yourself) as a good luck charm. 
+2\. You were invited (or invited yourself) as a good luck charm.
-3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections. 
+3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
4\. Youre very protective of another PC and want to make sure they get through the upcoming challenges.
@@ -20890,33 +20890,33 @@
You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
-songs, and reverence in your worship. 
+songs, and reverence in your worship.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +2 to your Speed Pool. 
+Agile: +2 to your Speed Pool.
-Skill: You are trained in balancing, jumping, and swimming. 
+Skill: You are trained in balancing, jumping, and swimming.
-Skill: You are trained in hunting and tracking. 
+Skill: You are trained in hunting and tracking.
-Skill: You are practiced in using javelins and spears. 
+Skill: You are practiced in using javelins and spears.
-Scaly: +1 to Armor. 
+Scaly: +1 to Armor.
Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
-pockets, and other manual dexterity tasks (but not crafting). 
+pockets, and other manual dexterity tasks (but not crafting).
-Additional Equipment: You have a spear and a pair of javelins. 
+Additional Equipment: You have a spear and a pair of javelins.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. The other PCs were lost in your territory and you were sent to escort them out. 
+1\. The other PCs were lost in your territory and you were sent to escort them out.
-2\. Something has been attacking your community and you want to find and destroy it. 
+2\. Something has been attacking your community and you want to find and destroy it.
-3\. You were exiled from your community and need to prove your worthiness before you can return to it. 
+3\. You were exiled from your community and need to prove your worthiness before you can return to it.
4\. You or your priest had a vision of you traveling with the other PCs.
@@ -21222,7 +21222,7 @@
Every science fiction setting has an implicit level of advancement, which is the average degree of technological
sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
-all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short). 
+all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
A tech rating is a handy way of helping you select what equipment your characters can use, which optional rules youd
like to include, and maybe even help guide your creature choice.
@@ -21243,21 +21243,21 @@
QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to
-reach out and catch yourself. 
+reach out and catch yourself.
Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
-water, if the water were clear air. A little push sends you gliding. 
+water, if the water were clear air. A little push sends you gliding.
High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
-weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down. 
+weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
-white, as consciousness lapses. 
+white, as consciousness lapses.
Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
-high-energy photons that glow blue.) 
+high-energy photons that glow blue.)
Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
@@ -21272,25 +21272,25 @@
interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens arent exciting, but in
-a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions. 
+a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
-of space repeatedly, simply demonstrate it with a relevant GM intrusion. 
+of space repeatedly, simply demonstrate it with a relevant GM intrusion.
The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
are summarized here for ease of reference.
Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
-advanced drugs such as space-fit serum or space-fit nano-tabs. 
+advanced drugs such as space-fit serum or space-fit nano-tabs.
Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
-long-range weapons can reach to very long range. 
+long-range weapons can reach to very long range.
High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
-immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases. 
+immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
reach to very-long range.
@@ -21301,22 +21301,22 @@
gravity—tends to magnify small issues into much more significant ones. While Murphys Law (everything that can go wrong
will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagles Law
reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
-law, GMs can implement Void Rules. 
+law, GMs can implement Void Rules.
The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
a planets surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
-module, travel, and so on. 
+module, travel, and so on.
But that could change the moment something goes wrong—maybe a fault is recognized in the spacecrafts computer or
shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PCs spacecraft.
The spacecrafts orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
space, when a situation becomes complicated, it also becomes potentially deadly. Thats when you have the option to
-announce youve instituted Void Rules. 
+announce youve instituted Void Rules.
While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
-range doesnt normally continue to escalate. 
+range doesnt normally continue to escalate.
While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
much as possible by the realistic dangers space travel has on the human body and the situation at hand
@@ -21325,7 +21325,7 @@
imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
make the story better and more exciting. The option to roll is really only here if you cant decide (and are facing
decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
-situation. 
+situation.
EFFECTS OF VACUUM
@@ -21385,7 +21385,7 @@
| 02 | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
| 03 | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought). |
| 04 | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received. |
-| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.  |
+| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
| 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
LONG-TERM EXPOSURE TO ZERO G AND RADIATION
@@ -21408,7 +21408,7 @@
| 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
| 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-MOVING IN MICROGRAVITY 
+MOVING IN MICROGRAVITY
Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
at least a little time in microgravity can move as part of a routine action. Its only when something else distracting
@@ -21430,7 +21430,7 @@
When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that its not really
the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-Rulebook. 
+Rulebook.
However, if youd like to provide the PCs with more options designed especially for spacecraft combat, use these
optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
@@ -21442,14 +21442,14 @@
theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
-repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action. 
+repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs spacecraft as the ones the PCs are
firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
enemy ship manages to disable a system on the PCs ship on an attack, PCs can attempt repair tasks to get those systems
-back online on their turns. 
+back online on their turns.
The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
@@ -21477,7 +21477,7 @@
Compare the levels of the spacecraft involved in the conflict. If the PCs vehicle has the higher level, the difference
in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs vehicle has the
lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
-modification. 
+modification.
MISMATCHED TECH RATING
@@ -21485,9 +21485,9 @@
larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
effective level of the higher-rated vehicle by two steps.
-VEHICLE COORDINATION
+VEHICLE COORDINATION
If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
-coordinate, the attack is eased by two steps. 
+coordinate, the attack is eased by two steps.
SUPERIOR SHIP SYSTEMS
@@ -21499,32 +21499,32 @@
When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, its a “redline”
maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-with a concomitant risk. 
+with a concomitant risk.
To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
-at the enemy crafts weapons), but increases the GM intrusion range by two points. 
+at the enemy crafts weapons), but increases the GM intrusion range by two points.
A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
-step increases the GM intrusion range by another two points that round. 
+step increases the GM intrusion range by another two points that round.
Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammies ship
is caught in a decaying orbit over Venus, and the ship doesnt have enough power left to break out. She tells the GM
that shes going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
-a pretty decent chance of succeeding, except the GM intrusion range is now 15. 
+a pretty decent chance of succeeding, except the GM intrusion range is now 15.
If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
enough, but still falls within the increased GM intrusion range.
If youre looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
-probably crewing. 
+probably crewing.
After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
-next round beings. 
+next round beings.
Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
@@ -21535,7 +21535,7 @@
Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
wouldnt be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
-a fairly significant GM intrusion range. 
+a fairly significant GM intrusion range.
If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
@@ -21543,7 +21543,7 @@
A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-actually be fairly easily handled by PCs who fully understand their options. 
+actually be fairly easily handled by PCs who fully understand their options.
But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
@@ -21565,7 +21565,7 @@
The following ship systems might be found on larger spacecraft with room for more than a single pilot.
-Shipmind System Control: 
+Shipmind System Control:
Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
@@ -21578,12 +21578,12 @@
A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
-weapon systems it possesses, if each station is crewed. 
+weapon systems it possesses, if each station is crewed.
Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
from.
-WEAPON SYSTEM GM INTRUSIONS 
+WEAPON SYSTEM GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------|
@@ -21599,7 +21599,7 @@
Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
-station pilots the ship from place to place in space. 
+station pilots the ship from place to place in space.
Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
from.
@@ -21608,9 +21608,9 @@
characters craft. The PCs spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
hull or shields, so theres no significant damage.
-PILOTING SYSTEM GM INTRUSIONS 
+PILOTING SYSTEM GM INTRUSIONS
-| d6 | GM Intrusions  |
+| d6 | GM Intrusions |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
| 01 | Starcraft drive stutters, off-line next turn, unless quickly repaired. |
| 02 | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn. |
@@ -21623,21 +21623,21 @@
A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-each round as stations systems it possesses, if each one is crewed. 
+each round as stations systems it possesses, if each one is crewed.
Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
options to choose from.
-PILOTING SYSTEM GM INTRUSIONS 
+PILOTING SYSTEM GM INTRUSIONS
-| d6 | GM Intrusions  |
+| d6 | GM Intrusions |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 01 | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round. |
| 02 | Sensors compromised, all spacecraft tasks hindered this round. |
| 03 | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed. |
| 04 | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again. |
| 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
-| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.  |
+| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
OPTIONAL: COMMAND
@@ -21648,9 +21648,9 @@
BRIDGE COMBAT AT THE TABLE
-Running a combat using these extended rules is straightforward. 
+Running a combat using these extended rules is straightforward.
-Know your stuff: First, familiarize yourself with the material. 
+Know your stuff: First, familiarize yourself with the material.
Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
@@ -21660,13 +21660,13 @@
Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
so everyone can see. Itll make a huge difference in how your space combat plays out. The status tracker allows you (and
the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
-the easing and hindering in your heads, or having to write them out each time. 
+the easing and hindering in your heads, or having to write them out each time.
Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
-different ships, or separate copies of this status tracker for each additional enemy spacecraft. 
+different ships, or separate copies of this status tracker for each additional enemy spacecraft.
At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
@@ -21695,22 +21695,22 @@
PC WEAPON SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Targeting Task | Hindrance | Effect on Target Craft |
|----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
| Disable weapons | Two steps | One or more of the targets weapons disabled |
-| Disable defenses (if applicable) | Two steps | Attacks against the target are eased  |
-| Disable engine/drive | Three steps | Target cannot move, or movement is hampered  |
+| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
+| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
| Disable maneuverability | Two steps | Target cannot alter its present course |
| Strike power core or vital spot | Five steps | Target is completely destroyed |
-| Attempt target lock | | Spend one round aiming, the next attack is eased  |
+| Attempt target lock | | Spend one round aiming, the next attack is eased |
| Coordinate fire | | If PCs ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesnt make a separate attack) |
| Redline attack | | Overcharge weapons, ricochet shot, or some other risky gamble |
-PC PILOTING SYSTEM OPTIONS  
+PC PILOTING SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Piloting Task | Hindrance | Effect on Target Craft |
|---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21723,9 +21723,9 @@
| Fly in formation | | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
| Redline maneuver | | Spinning, flying through a dangerous region, or some other gamble |
-PC SCIENCE AND ENGINEERING SYSTEM OPTIONS  
+PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PCs craft) |
|------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21733,10 +21733,10 @@
| Tactical scane | One step | Learn the level of identified enemy spacecraft |
| Deep scan | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task) |
| Jam/Hack | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps |
-| Open communications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge  |
-| Reconfigure station | | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action  |
-| Effect repair | | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage.  |
-| Redline science/engineering | | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit  |
+| Open communications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
+| Reconfigure station | | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
+| Effect repair | | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
+| Redline science/engineering | | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
OPTIONAL RULE: PSIONICS
@@ -21754,10 +21754,10 @@
psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
stick with the one.
-FIRST PSI ABILITY 
+FIRST PSI ABILITY
Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
-how the character unlocked it. 
+how the character unlocked it.
Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability cant be used
@@ -21773,11 +21773,11 @@
deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-MORE PSI ABILITIES 
+MORE PSI ABILITIES
Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the characters
-mental development has progressed. 
+mental development has progressed.
Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
@@ -21790,7 +21790,7 @@
and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
Pool costs. Extra time or physical effort isnt required to manifest them. Thats because theyve trained to use those
-abilities, rather than having stumbled upon them accidentally like a latent character. 
+abilities, rather than having stumbled upon them accidentally like a latent character.
Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
like other characters, with the same limitations.
@@ -21800,14 +21800,14 @@
another character might shoot a laser pistol, theyve got some flexibility. Such a PC can replace up to three abilities
granted by their type and/or focus with three other psionic abilities theyve unlocked as a latent ability of the same
tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
-a fresh mind, and must be done soon after a ten-hour recovery. 
+a fresh mind, and must be done soon after a ten-hour recovery.
MORE POWERFUL PSIONICS
As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
-lots of time); instead, the user simply pays their Pool costs to use them. 
+lots of time); instead, the user simply pays their Pool costs to use them.
OPTIONAL RULE: POSTHUMAN UPGRADES
@@ -21815,12 +21815,12 @@
significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
-level of characters. 
+level of characters.
INTRODUCING UPGRADES TO YOUR SETTING
You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
-“free,” mechanically speaking. After that, you might decide that thats enough and theyre done. 
+“free,” mechanically speaking. After that, you might decide that thats enough and theyre done.
Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
@@ -21830,32 +21830,32 @@
Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
setting demands it. Narrative options include (but are not limited to):
- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
+ • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-stars. 
+ • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
+stars.
-• PCs are children of a far-future civilization that routinely upgrades its citizens. 
+• PCs are children of a far-future civilization that routinely upgrades its citizens.
Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
-should have that same advantage. Narrative options include (but are not limited to): 
+should have that same advantage. Narrative options include (but are not limited to):
• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
-the process of healing them from other injuries. 
+the process of healing them from other injuries.
• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
installed—to serve some specific purpose.
- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
+ • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
POSTHUMAN PACKAGES
Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
-your PCs gain. 
+your PCs gain.
Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
@@ -21864,44 +21864,44 @@
adjuvants if they travel in space, such as space-fit serum)
Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
-to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler. 
+to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
-hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler. 
+hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
-touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler. 
+touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
POSTHUMAN POWER SHIFTS
-A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook. 
+A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They dont
count toward a characters maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-into specific categories, which include (but are not necessarily limited to): 
+into specific categories, which include (but are not necessarily limited to):
-Accuracy: All attack rolls 
+Accuracy: All attack rolls
-Dexterity: Movement, acrobatics, initiative, and Speed defense 
+Dexterity: Movement, acrobatics, initiative, and Speed defense
-Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls) 
+Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks 
+Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls 
+Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-Resilience: Might defense rolls and Armor (+1 per shift) 
+Resilience: Might defense rolls and Armor (+1 per shift)
-Single Attack: Attack rolls and damage (3 additional points per shift) 
+Single Attack: Attack rolls and damage (3 additional points per shift)
Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
-points of damage per shift) but not attack rolls 
+points of damage per shift) but not attack rolls
Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
@@ -21929,7 +21929,7 @@
| 09 | GM-selected robot, advanced tech rating (variable) |
| 10 | GM-selected armament, advanced tech rating (variable) |
-SHIP COLLISION DAMAGE TRACK 
+SHIP COLLISION DAMAGE TRACK
| Number of Collisions | Effect |
|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21956,7 +21956,7 @@
Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
-at all and thus continue to move through the abnormal spaces that FTL transit posits. 
+at all and thus continue to move through the abnormal spaces that FTL transit posits.
Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PCs craft while in FTL
transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
@@ -21994,7 +21994,7 @@
tech predominates. They are convenient in circumstances where ones hands are full or otherwise engaged, when verbal
direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
-to performing tasks any better. 
+to performing tasks any better.
Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
@@ -22051,12 +22051,12 @@
Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
-function, usually made of unknown materials that people of the setting dont recognize and cant analyze. 
+function, usually made of unknown materials that people of the setting dont recognize and cant analyze.
Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
at all.
-KARDASHEV SCALE
+KARDASHEV SCALE
Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
@@ -22064,7 +22064,7 @@
energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
-manipulation of the universe (Type IV) and even the multiverse (Type V). 
+manipulation of the universe (Type IV) and even the multiverse (Type V).
SUGGESTED TYPES FOR A SCIENCE FICTION GAME
@@ -22127,43 +22127,43 @@
ARTIFICIAL INTELLIGENCE (AI) 8 (24)
If a supercomputer can think independently, its a strong AI (an artificial intelligence). Though not as advanced as
-godminds, AIs can develop inscrutable goals. 
+godminds, AIs can develop inscrutable goals.
AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
-act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand. 
+act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-Motive: Varies 
+Motive: Varies
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 33 
+Health: 33
-Damage Inflicted: 10 
+Damage Inflicted: 10
-Armor: 2 
+Armor: 2
-Movement: Immediate 
+Movement: Immediate
-Modifications: Speed defense as level 2, knowledge tasks as level 9 
+Modifications: Speed defense as level 2, knowledge tasks as level 9
Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
creature to see—can affect all targets within short range of the AI (or the AIs local terminal), inflicting 10 points
-of damage from electricity (or 10 points of Intellect damage, which ignores Armor). 
+of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-and so on), regaining 5 points of health. 
+and so on), regaining 5 points of health.
An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
-to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else. 
+to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AIs
-voice often sounds surprisingly human. 
+voice often sounds surprisingly human.
Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isnt
-removed from the equation. 
+removed from the equation.
Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
@@ -22175,23 +22175,23 @@
Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
conglomerate. The human remnants in each cybrids carbon fiber and nested shells of nanotech exist in a red haze of
-pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay. 
+pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike. 
+has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-Motive: Kill away the pain 
+Motive: Kill away the pain
-Environment: Usually set to guard important areas, creatures, or objects, or deployed in war 
+Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-Health: 60 
+Health: 60
-Damage Inflicted: 10 
+Damage Inflicted: 10
-Armor: 3 
+Armor: 3
Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
-extended vehicular combat rules. 
+extended vehicular combat rules.
Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
@@ -22199,14 +22199,14 @@
focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
a successful Speed defense roll.
- Self-repair mechanisms allow the creature to regain 2 points of health per round. 
+ Self-repair mechanisms allow the creature to regain 2 points of health per round.
Interaction: If communication can be opened up through a cybrids haze of pain, it might be possible to temporarily wake
the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
-its become. 
+its become.
Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
-dome. If it engages, the death toll will be staggering. 
+dome. If it engages, the death toll will be staggering.
Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers
@@ -22220,34 +22220,34 @@
ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
-with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others. 
+with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
shipped out to fight on faraway fronts, whether thats on a distant space station, moon, or in another star system
entirely. Without their drugs, they may devolve.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Groups of three to five, usually in locations where organized security cant easily reach 
+Environment: Groups of three to five, usually in locations where organized security cant easily reach
-Health: 21 Damage Inflicted: 6 to 12 points 
+Health: 21 Damage Inflicted: 6 to 12 points
-Movement: Short 
+Movement: Short
-Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature 
+Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
-starts anew. 
+starts anew.
Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
-seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts. 
+seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
-sheltering bunkers. 
+sheltering bunkers.
Loot: For every three or so devolved, one is likely to carry a cypher
@@ -22260,34 +22260,34 @@
building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
-intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly. 
+intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
or wasp mounds, or something without any reference at all in the natural world.
-Motive: Hungers for matter, including flesh 
+Motive: Hungers for matter, including flesh
Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
-where everyone carries a smartphone, AR glasses, or something similar 
+where everyone carries a smartphone, AR glasses, or something similar
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Flies a long distance 
+Movement: Flies a long distance
Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
defense task or take 4 points of damage. If the character doesnt wear armor of some kind, they take 1 point of damage
-even if they succeed. 
+even if they succeed.
For its part, an ecophagic swarm ignores any attack that targets a single creature (unless its an electrical attack),
but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
-cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic. 
+cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
-attempts to influence it are hindered by three steps. 
+attempts to influence it are hindered by three steps.
Use: A promising new nanotech “printing” technology was hacked by radical elements
@@ -22302,29 +22302,29 @@
minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
-they absorb, even a previously eaten living intelligent being. 
+they absorb, even a previously eaten living intelligent being.
-Motive: Hungers for information 
+Motive: Hungers for information
-Environment: Moist and warm areas 
+Environment: Moist and warm areas
-Health: 33 
+Health: 33
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Immediate; immediate when climbing or burrowing 
+Movement: Immediate; immediate when climbing or burrowing
-Modifications: Speed defense as level 5 due to size 
+Modifications: Speed defense as level 5 due to size
Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slimes surface
and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-with the slime. 
+with the slime.
Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
-translator. Of course, a stranger might not understand why the exoslime is trying to eat it. 
+translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
materials.
@@ -22339,17 +22339,17 @@
its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
-planet. 
+planet.
-Motive: Ineffable 
+Motive: Ineffable
-Environment: Anywhere, usually in space 
+Environment: Anywhere, usually in space
-Health: 50 (per instance) 
+Health: 50 (per instance)
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
-Movement: Very long when flying 
+Movement: Very long when flying
Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
@@ -22357,18 +22357,18 @@
temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
instance were targeted, and successfully neutralized or even destroyed, the godmind itself isnt harmed. An aggressor
-would have to find the godminds primeval “computer core” to destroy one, likely an epic quest in and of itself. 
+would have to find the godminds primeval “computer core” to destroy one, likely an epic quest in and of itself.
Interaction: To actually get a godminds attention and negotiate could require ancient command code, finding an old
input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, its likely
-to be in a form that is initially enigmatic, though ultimately extremely powerful. 
+to be in a form that is initially enigmatic, though ultimately extremely powerful.
Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
+GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
inconvenienced it.
HUNGRY HAZE
@@ -22376,35 +22376,35 @@
Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
-to feed on next. 
+to feed on next.
Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
vapor.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
-vacuum. 
+vacuum.
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: Flies an immediate distance each round 
+Movement: Flies an immediate distance each round
-Modifications: Stealth tasks as level 5 
+Modifications: Stealth tasks as level 5
Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
-zero health, a smooth thumb-sized egg of unknown material is left behind. 
+zero health, a smooth thumb-sized egg of unknown material is left behind.
Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
-experiences and figure out creative solutions to problems. 
+experiences and figure out creative solutions to problems.
Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
-pickings. But a strange haze seems to hang over the station. 
+pickings. But a strange haze seems to hang over the station.
Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
amount equal to the expensive price category.
@@ -22418,23 +22418,23 @@
over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
-fresh mechanism to begin the rebirth process again. 
+fresh mechanism to begin the rebirth process again.
Infovores have also been called ghost fabricators and aterics
-Motive: Hungers for information 
+Motive: Hungers for information
-Environment: Anywhere powered devices are found 
+Environment: Anywhere powered devices are found
-Health: 9 
+Health: 9
-Damage Inflicted: 310 points 
+Damage Inflicted: 310 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
-Modifications: Attacks and defends at an ever-escalating level 
+Modifications: Attacks and defends at an ever-escalating level
Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
@@ -22443,13 +22443,13 @@
the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
-difficulty 6 Intellect-based task. 
+difficulty 6 Intellect-based task.
Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
-from “spinning up” to become a threat and learn something valuable, but only for a short period. 
+from “spinning up” to become a threat and learn something valuable, but only for a short period.
Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
-an inactive infovore, quiescent until plugged in or scanned. 
+an inactive infovore, quiescent until plugged in or scanned.
Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, theres a
chance that one of those cyphers is actually the infovore seed.
@@ -22466,19 +22466,19 @@
wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
-level of technology and advancement well above that enjoyed by humans. 
+level of technology and advancement well above that enjoyed by humans.
-Motive: Knowledge 
+Motive: Knowledge
-Environment: In groups of three to twelve 
+Environment: In groups of three to twelve
-Health: 18 
+Health: 18
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Knowledge-related tasks as level 8 
+Modifications: Knowledge-related tasks as level 8
Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
@@ -22487,12 +22487,12 @@
manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
-transdimensional redoubt). 
+transdimensional redoubt).
Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
-characters are willing to divulge. 
+characters are willing to divulge.
-Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors. 
+Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
@@ -22509,29 +22509,29 @@
objects turn against living people. An instance often has the form of the system its infected, but occasionally fatal
malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
server room, shipmind core, or data center, having perverted the original machines self-repair functions. Sometimes 4D
-printers are also compromised. 
+printers are also compromised.
-Motive: Corruption and destruction 
+Motive: Corruption and destruction
-Environment: Any electronic system able to run code can host one or more instances 
+Environment: Any electronic system able to run code can host one or more instances
-Health: 18 
+Health: 18
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: As the system it infects 
+Movement: As the system it infects
-Modifications: Knowledge tasks related to computers and other electronic systems as level 6 
+Modifications: Knowledge tasks related to computers and other electronic systems as level 6
Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
system is a computer, smartphone, AR glasses, or some other piece of equipment that doesnt have any intrinsic movement,
the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
-instances, and those that survive are usually slightly better at avoiding being erased than the previous generations. 
+instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
Interaction: Fatal malware isnt really sentient and thus cant really be negotiated with; some instances could mimic
-intelligence to draw humans into a trap. 
+intelligence to draw humans into a trap.
Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
unexpectedly dangerous ways. The shipmind itself doesnt know its infected.
@@ -22547,34 +22547,34 @@
slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesnt
know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
Thats the eternal question and one thats usually answered by those most afraid of potential dangers that might
-accompany the creation of something no one intended. 
+accompany the creation of something no one intended.
-Motive: Defense or destruction 
+Motive: Defense or destruction
-Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility 
+Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-Health: 18 
+Health: 18
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organisms
poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
-damage. 
+damage.
Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
-organism might still be calmed, but all such attempts are hindered. 
+organism might still be calmed, but all such attempts are hindered.
Use: A scientists ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-loss of its creator. 
+loss of its creator.
Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
-two and another item that, with a bit of jury-rigging, works as an artifact. 
+two and another item that, with a bit of jury-rigging, works as an artifact.
GM Intrusion: The character hit by the mock organisms melee attack doesnt take normal damage. Instead, the mock
organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
@@ -22587,41 +22587,41 @@
oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
-and they have webbed extremities with retractable claws. 
+and they have webbed extremities with retractable claws.
Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at whats been
done to them. Alternatively, natathim could be discovered in Earths deepest oceans, their origin mysterious, but able
-to interbreed with humans as a method for maintaining their line. 
+to interbreed with humans as a method for maintaining their line.
-Motive: Just as with humans, natathim have many and varied motivations and drives. 
+Motive: Just as with humans, natathim have many and varied motivations and drives.
Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
-Natathim can act normally in air for up to twenty-four hours before they must return to water. 
+Natathim can act normally in air for up to twenty-four hours before they must return to water.
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 2 
+Armor: 2
-Movement: Short on land; long in the water 
+Movement: Short on land; long in the water
-Modifications: Swims as level 6 
+Modifications: Swims as level 6
Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
magnetoreception ability that allows them to see into frequencies other creatures cant, or even stranger abilities to
-interact magnetically with their surroundings, though this is little understood. 
+interact magnetically with their surroundings, though this is little understood.
Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-for having created their species in the first place, depending on the setting. 
+for having created their species in the first place, depending on the setting.
Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
-somewhere in the Opulence of Outer Planets. 
+somewhere in the Opulence of Outer Planets.
Loot: Some natathim carry valuable items and equipment.
-GM Intrusion: The natathim spontaneously magnetizes the
+GM Intrusion: The natathim spontaneously magnetizes the
characters possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
no actions other than attempt to escape.
@@ -22634,40 +22634,40 @@
have little interest in human spacecraft. (Theyre called omworwar after the sound disrupted communication devices make
in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
-galaxy all their own. 
+galaxy all their own.
Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
to these beings as wharn cogitators.
-Motive: Unpredictable 
+Motive: Unpredictable
-Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors 
+Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-Health: 42 
+Health: 42
-Damage Inflicted: 12 points 
+Damage Inflicted: 12 points
-Armor: 10 
+Armor: 10
Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
-vehicular combat rules. FTL capable. 
+vehicular combat rules. FTL capable.
-Modifications: Speed defense as level 7 due to size 
+Modifications: Speed defense as level 7 due to size
Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
-deep concentration. 
+deep concentration.
Interaction: Omworwar disregard most other creatures, because from the omworwars perspective, theyre like mayflies,
here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
-manifest cypher. 
+manifest cypher.
Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
-going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis. 
+going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
Loot: Four level 10 manifest cyphers.
@@ -22683,35 +22683,35 @@
person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
-power, may be why many seem slightly mad. 
+power, may be why many seem slightly mad.
-Motive: Varies 
+Motive: Varies
-Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres 
+Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
Servitor: level 4; flies a long distance each round
-Health: 22 
+Health: 22
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 3 
+Armor: 3
-Movement: Reconstitutes itself anywhere light can reach within long range as part of another action 
+Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-Modifications: Knowledge tasks as level 8 
+Modifications: Knowledge tasks as level 8
Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
-until destroyed). 
+until destroyed).
A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
-source of light is itself or objects it has created. 
+source of light is itself or objects it has created.
Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
-agendas, which often involve elaborate schemes. 
+agendas, which often involve elaborate schemes.
Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
vessel.
@@ -22726,40 +22726,40 @@
radically exceed regular people. They cant really be considered human any longer; theyve transcended humanity, which
is why theyre also sometimes called transhumans. Theyre often involved in large-scale projects, such as creating
bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
-of consciousness or being. 
+of consciousness or being.
-Motive: Variable 
+Motive: Variable
-Environment: Alone or in small groups or communities in orbital colonies or other designed locations 
+Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-Health: 50 
+Health: 50
-Damage Inflicted: 9 points 
+Damage Inflicted: 9 points
-Armor: 4 
+Armor: 4
-Movement: Short; flies a long distance 
+Movement: Short; flies a long distance
-Modifications: Knowledge tasks as level 9 
+Modifications: Knowledge tasks as level 9
Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
-targets caught in the conflagration succeed on a Speed defense roll. 
+targets caught in the conflagration succeed on a Speed defense roll.
Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
-action. 
+action.
-Posthumans automatically regain 2 points of health per round while its health is above 0. 
+Posthumans automatically regain 2 points of health per round while its health is above 0.
Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
-motivations are complex and many-layered. 
+motivations are complex and many-layered.
Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
-that realm escaping, the posthuman continues their work. 
+that realm escaping, the posthuman continues their work.
Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
@@ -22776,28 +22776,28 @@
strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
-finding other redivi, and eventually, finding their “universal seed.” 
+finding other redivi, and eventually, finding their “universal seed.”
-Motive: Knowledge 
+Motive: Knowledge
-Environment: Almost anywhere, searching 
+Environment: Almost anywhere, searching
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 4 
+Armor: 4
-Movement: Flies (magnetically levitates) a short distance each round 
+Movement: Flies (magnetically levitates) a short distance each round
Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
-constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape. 
+constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
-and negotiate, especially if theres a chance theyll find out something new. 
+and negotiate, especially if theres a chance theyll find out something new.
Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
action of something truly terrible.
@@ -22813,29 +22813,29 @@
knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
-roots in the body for feeding and decomposition. 
+roots in the body for feeding and decomposition.
-Motive: Feed 
+Motive: Feed
-Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum 
+Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-Health: 12 
+Health: 12
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Immediate 
+Movement: Immediate
Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
-they can break free on their turn. 
+they can break free on their turn.
Interaction: Sentinel trees are about as smart as well-trained guard dogs. They cant speak, but can understand some
-words and gestures. 
+words and gestures.
Use: A grove of sentinel trees guard a compound that the characters need to break into.
@@ -22850,30 +22850,30 @@
that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
-emergency, silicon parasites thrown into the situation makes everything worse. 
+emergency, silicon parasites thrown into the situation makes everything worse.
-Motive: Defense, harvest electronic materials necessary to self-replicate. 
+Motive: Defense, harvest electronic materials necessary to self-replicate.
-Environment: Usually on spacecraft and space stations in groups of up to twenty 
+Environment: Usually on spacecraft and space stations in groups of up to twenty
-Health: 6 
+Health: 6
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Short; climbs a short distance each round 
+Movement: Short; climbs a short distance each round
-Modifications: Speed defense as level 4 due to size. 
+Modifications: Speed defense as level 4 due to size.
Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-Silicon parasites can operate in complete vacuum without harm. 
+Silicon parasites can operate in complete vacuum without harm.
Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
-have acted with greater intelligence and forethought than mere unthinking insects can manage. 
+have acted with greater intelligence and forethought than mere unthinking insects can manage.
Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
@@ -22888,36 +22888,36 @@
environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
-days. 
+days.
Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. Theyre
-also vicious when cornered. 
+also vicious when cornered.
-Motive: Defense, reproduction 
+Motive: Defense, reproduction
-Environment: Anywhere humans live in space 
+Environment: Anywhere humans live in space
-Health: 5 
+Health: 5
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Movement: Short; short when climbing or gliding through zero G 
+Movement: Short; short when climbing or gliding through zero G
-Modifications: Stealth and perception as level 5 
+Modifications: Stealth and perception as level 5
Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
-roll hindered by two steps. 
+roll hindered by two steps.
Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
-possible. On the other hand, sometimes their behavior seems spookily sapient. 
+possible. On the other hand, sometimes their behavior seems spookily sapient.
Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
-cargo. 
+cargo.
Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
@@ -22931,36 +22931,36 @@
the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
-that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows. 
+that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-Motive: Achieve mission goals 
+Motive: Achieve mission goals
Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
-interest 
+interest
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 4 
+Armor: 4
-Movement: Long; flies a long distance each round 
+Movement: Long; flies a long distance each round
-Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware. 
+Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
-damage. 
+damage.
A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
-cradles in the storm marines suit for several rounds to recharge. 
+cradles in the storm marines suit for several rounds to recharge.
-Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult. 
+Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
-elements that need to be dealt with. 
+elements that need to be dealt with.
Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
@@ -22979,35 +22979,35 @@
the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore theyve
-gleaned. 
+gleaned.
-Motive: Knowledge 
+Motive: Knowledge
-Environment: Anywhere, usually alone 
+Environment: Anywhere, usually alone
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-Modifications: All tasks related to knowledge as level 8 
+Modifications: All tasks related to knowledge as level 8
Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
a shining one doesnt fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
-long range (or the same target twice). 
+long range (or the same target twice).
Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
roll, it loses 6 points of Intellect damage (ignores Armor). If the targets Intellect Pool is emptied, it becomes a
freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
-back to its original form with an explosive pop. 
+back to its original form with an explosive pop.
Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
-information with others, seeking to grow their knowledge and that of those they meet. 
+information with others, seeking to grow their knowledge and that of those they meet.
Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
ability to consolidate power. Something must be done before its too late.
@@ -23022,39 +23022,39 @@
hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
-have a penchant for stealing away other life forms, who are rarely seen again. 
+have a penchant for stealing away other life forms, who are rarely seen again.
-Motive: Capture humans and similar life forms, and bring them somewhere unknown. 
+Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 23 
+Health: 23
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
-hours as an action 
+hours as an action
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible 
+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
-of Speed damage (ignores Armor). 
+of Speed damage (ignores Armor).
A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
-serves as a fashion accessory as they crawl over the supernals body, or as components in a piece of living art. 
+serves as a fashion accessory as they crawl over the supernals body, or as components in a piece of living art.
Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
theyve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-hours. 
+hours.
-Supernals often carry manifest cyphers useful in combat, as well as an artifact. 
+Supernals often carry manifest cyphers useful in combat, as well as an artifact.
Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
Its just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-location, for unknown reasons. 
+location, for unknown reasons.
Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
cyphers, and possibly an artifact.
@@ -23071,35 +23071,35 @@
effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
-synthetic skins to reveal the alloyed mechanisms beneath. 
+synthetic skins to reveal the alloyed mechanisms beneath.
-Motive: Varies 
+Motive: Varies
-Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four 
+Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-Health: 24 
+Health: 24
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 
+Armor: 2
-Movement: Long 
+Movement: Long
-Modifications: Disguise and one knowledge task as level 6 
+Modifications: Disguise and one knowledge task as level 6
Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
-other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage. 
+other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health cant repair itself
thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
-points of health. 
+points of health.
Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
-enraged one or one thats been programmed to kill is unreasoning and fights to the end. 
+enraged one or one thats been programmed to kill is unreasoning and fights to the end.
Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
-any of them harbor programs that require that they kill humans is entirely up to the GM. 
+any of them harbor programs that require that they kill humans is entirely up to the GM.
Loot: One or two manifest cyphers could be salvaged from a synths inactive form.
@@ -23116,34 +23116,34 @@
spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts. 
+In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-Motive: Fresh meat 
+Motive: Fresh meat
-Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three 
+Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-Health: 35 
+Health: 35
-Damage Inflicted: 9 points 
+Damage Inflicted: 9 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
-8. Speed defense as level 3 due to size. 
+8. Speed defense as level 3 due to size.
Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
on a Might defense task or be caught in the creatures maw, taking 9 additional points of damage each round until it can
-escape. 
+escape.
A thundering behemoths ability to replicate threatening noises is often used deceptively at a distance, but the
creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
-roll. 
+roll.
Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
-modulation of the thunder they produce. They think of humans and most other creatures as food. 
+modulation of the thunder they produce. They think of humans and most other creatures as food.
Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
@@ -23160,29 +23160,29 @@
zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
-crew quarters, and so on. 
+crew quarters, and so on.
Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
-important to those who find a clump, because they are incredibly toxic to living creatures. 
+important to those who find a clump, because they are incredibly toxic to living creatures.
-Motive: Reproduction 
+Motive: Reproduction
Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
-cluster of three to five 
+cluster of three to five
-Health: 22 
+Health: 22
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Climbs (adheres) an immediate distance each round 
+Movement: Climbs (adheres) an immediate distance each round
Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
-a detonating pod. 
+a detonating pod.
-Interaction: No real interaction with vacuum fungus is possible. 
+Interaction: No real interaction with vacuum fungus is possible.
Use: Scientists are incredibly excited to discover that the strange ooze theyve noticed staining the exterior of their
research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
@@ -23198,39 +23198,39 @@
(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
-to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury. 
+to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
-cogitators.” However, its impossible that omworwars simply “appropriate” any wharn interceptors they encounter. 
+cogitators.” However, its impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-Motive: Defense 
+Motive: Defense
-Environment: Anywhere floating through the void 
+Environment: Anywhere floating through the void
-Health: 53 
+Health: 53
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
-Armor: 5 
+Armor: 5
Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
-vehicular combat rules. FTL capable. 
+vehicular combat rules. FTL capable.
-Modification: Speed defense as level 3 due to size. 
+Modification: Speed defense as level 3 due to size.
Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
-body wake it for reasons of its own, it becomes aggressive. 
+body wake it for reasons of its own, it becomes aggressive.
A wharns main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
inflicted ignores Armor. A wharns eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-than about 200 m (650 feet) thick. 
+than about 200 m (650 feet) thick.
Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
-mathematical formulas. 
+mathematical formulas.
Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
destroy the very same object.
@@ -23248,29 +23248,29 @@
scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
its existence in the dark void of space.
-Motive: Varies with individual or setting 
+Motive: Varies with individual or setting
Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
-1 G or higher eventually kill wraiths. 
+1 G or higher eventually kill wraiths.
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Short when flying in zero and low G 
+Movement: Short when flying in zero and low G
-Modifications: Perception and stealth tasks as level 7 
+Modifications: Perception and stealth tasks as level 7
Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
attacks using radiation heal a wraiths lost health by the amount of damage the attack would have otherwise afflicted.
-Gravity of 1 G or greater hinders all wraith actions. 
+Gravity of 1 G or greater hinders all wraith actions.
-Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting. 
+Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
-aboard, they unravel clues that suggest wraiths may have been responsible. 
+aboard, they unravel clues that suggest wraiths may have been responsible.
Loot: Some wraiths carry valuable items and equipment.
@@ -23285,31 +23285,31 @@
theyre not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
-surfaces, raising a cloud of shadow. 
+surfaces, raising a cloud of shadow.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Anywhere dark 
+Environment: Anywhere dark
-Health: 15 
+Health: 15
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom 
+Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
the third step on the damage track from a phantoms poison are not dead. They are paralyzed and cant move for about a
minute. If a phantom isnt otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-victims phased away in this fashion are never seen again. 
+victims phased away in this fashion are never seen again.
Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-with full health. 
+with full health.
-Interaction: Zero-point phantoms are about as intelligent as predators like wolves. 
+Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. Its as if everyone just disappeared. There are
signs of a struggle, though with what isnt clear,
@@ -23341,15 +23341,15 @@
When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-• Characters must choose weapons within, or less than, the average tech rating of the setting. 
+• Characters must choose weapons within, or less than, the average tech rating of the setting.
• Characters may not choose weapons in the exorbitant or priceless price category.
-CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS 
+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
-but rather cheaply made objects. 
+but rather cheaply made objects.
EQUIPMENT POWER
@@ -23515,109 +23515,109 @@
Smartphone
-Level 2 (6) 
+Level 2 (6)
-Moderate/Expensive 
+Moderate/Expensive
A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
-bright light within immediate range. Subject to running out of charge or breaking. 
+bright light within immediate range. Subject to running out of charge or breaking.
-Computer/Laptop 
+Computer/Laptop
-Level 3 (9) 
+Level 3 (9)
-Expensive 
+Expensive
-A data processing and data-access tool that enables all sorts of creative and comprehension tasks. 
+A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-Satellite phone 
+Satellite phone
-Level 4 (12) 
+Level 4 (12)
-Very Expensive 
+Very Expensive
As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
providing planetary range.
ADVANCED
-Communicator, badge/ring 
+Communicator, badge/ring
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
-network-connected database), and audibly duplicates most smartphone functions. 
+network-connected database), and audibly duplicates most smartphone functions.
A communicator badge in the form of ring is often referred to as a data-ring.
-AR glasses 
+AR glasses
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
-functions. Can be worn inside a space suit helmet or incorporated directly into one. 
+functions. Can be worn inside a space suit helmet or incorporated directly into one.
-AR contacts 
+AR contacts
-level 4 (12) 
+level 4 (12)
-Expensive x2 
+Expensive x2
-As AR glasses, but are lenses fitted to the eye. Also called “smartacs.” 
+As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-Courier 
+Courier
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
-A courier must be launched in a micro-gravity environment. 
+A courier must be launched in a micro-gravity environment.
Laser array
-level 5 (15) 
+level 5 (15)
Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
-tasks using it are hindered). 
+tasks using it are hindered).
Graser array
- level 5 (15) 
+ level 5 (15)
-Exorbitant 
+Exorbitant
As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
FANTASTIC
-Minds eye 
+Minds eye
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
-granting an asset on all tasks the user attempts to control or moderate their own reactions. 
+granting an asset on all tasks the user attempts to control or moderate their own reactions.
-Ansible 
+Ansible
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
allows instantaneous communication between two points even across interstellar distances.
@@ -23625,49 +23625,49 @@
SENSE-ENHANCING TOOLS
Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
-the minds eye implant. 
+the minds eye implant.
CONTEMPORARY
-Binoculars 
+Binoculars
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Provides an asset for perception tasks at range. 
+Provides an asset for perception tasks at range.
-Camera, surveillance 
+Camera, surveillance
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
-date; includes microphone and ability to have conversation through camera speakers. 
+date; includes microphone and ability to have conversation through camera speakers.
-Microscope 
+Microscope
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Provides an asset to any research task where small-scale perception could provide additional information, though
-analysis requires several hours or more. 
+analysis requires several hours or more.
Nightvision goggles
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Reasonably accurate vision in complete darkness, up to 100 m (330 feet). 
+Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-Analysis apparatus 
+Analysis apparatus
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
@@ -23675,47 +23675,47 @@
ADVANCED
-Hand scanner 
+Hand scanner
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Smartphone-like device customized for analysis; provides an asset for identifying tasks. 
+Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-White noise generator 
+White noise generator
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
-tasks within short range by five steps. 
+tasks within short range by five steps.
-Lab-on-a-chip 
+Lab-on-a-chip
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
-small-scale perception could provide additional information by two steps, though analysis requires about ten minutes. 
+small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-Research drone 
+Research drone
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
-Research drones can also be controlled through AR glasses or smartphones to any distance communications reach. 
+Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-Tactile drone 
+Tactile drone
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
@@ -23723,34 +23723,34 @@
FANTASTIC
-Multicorder 
+Multicorder
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
devices multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
-Analysis requires only one round to complete. 
+Analysis requires only one round to complete.
An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
in effect providing one more level of Effort than what was paid for
-Probe drone 
+Probe drone
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
-has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each. 
+has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-Sonic toolgrip 
+Sonic toolgrip
level 6 (18)
-Exorbitant 
+Exorbitant
Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
@@ -23764,61 +23764,61 @@
CONTEMPORARY
-Cold weather gear 
+Cold weather gear
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
-for several hours at temperatures down to 90 degrees C (130 degrees F). 
+for several hours at temperatures down to 90 degrees C (130 degrees F).
-Elegant clothes 
+Elegant clothes
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations. 
+Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-SCUBA gear 
+SCUBA gear
level 4 (12)
-Expensive 
+Expensive
Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
normal Earth atmosphere) of up to 40 m (130 feet)
CONTEMPORARY ARMOR
-Leather jacket 
+Leather jacket
-level 2 (6) 
+level 2 (6)
-Moderate Functions as light armor (+1 Armor). 
+Moderate Functions as light armor (+1 Armor).
-Kevlar vest 
+Kevlar vest
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Functions as medium armor (+2 Armor). 
+Functions as medium armor (+2 Armor).
-Military body armor, light 
+Military body armor, light
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Functions as medium armor (+2 Armor), encumbers as light armor. 
+Functions as medium armor (+2 Armor), encumbers as light armor.
Military body armor
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Functions as heavy armor (+3 Armor).
@@ -23827,105 +23827,105 @@
ADVANCED
-Safesuit, space 
+Safesuit, space
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
triggers a GM intrusion, the suit tears.
-Breather 
+Breather
-level 2 (6) 
+level 2 (6)
-Moderate/Expensive 
+Moderate/Expensive
A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
-of action before the full effects of vacuum begin dropping them on the damage track. 
+of action before the full effects of vacuum begin dropping them on the damage track.
-Exoskin, grav-assist 
+Exoskin, grav-assist
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
-Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor. 
+Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-Shipboots 
+Shipboots
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
-by those acting in zero-gravity conditions. 
+by those acting in zero-gravity conditions.
-Pressure suit 
+Pressure suit
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
-found on Mars. Some come integrated with breathers (at double the cost). 
+found on Mars. Some come integrated with breathers (at double the cost).
-Exoskin, brute 
+Exoskin, brute
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might. 
+As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-Exoskin, reactive 
+Exoskin, reactive
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed. 
+As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-Space suit 
+Space suit
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
(going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
-usually built in. 
+usually built in.
“Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-Stealthsuit 
+Stealthsuit
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Provides two assets to stealth tasks. 
+Provides two assets to stealth tasks.
-Swimsuit, hydrodynamic 
+Swimsuit, hydrodynamic
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Next-generation materials repel water, increase oxygen consumption, and shape swimmers body to better swimming ideal;
-provides two free levels of Effort to swimming tasks. 
+provides two free levels of Effort to swimming tasks.
-Space suit, deluxe 
+Space suit, deluxe
-level 5 (15) 
+level 5 (15)
-Very Expensive x2 
+Very Expensive x2
As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
@@ -23944,52 +23944,52 @@
ADVANCED ARMOR
-Armored bodysuit 
+Armored bodysuit
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Functions as medium armor (+2 Armor), encumbers as if not wearing any armor. 
+Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
Body armor, lightweight
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor. 
+Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-Paint-on impact armor 
+Paint-on impact armor
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
-minutes; each applicator depletes 1 in 1d10 uses. 
+minutes; each applicator depletes 1 in 1d10 uses.
-Battlesuit 
+Battlesuit
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit. 
+Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-Holobit 
+Holobit
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks. 
+Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-Battlesuit, deluxe 
+Battlesuit, deluxe
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
@@ -23997,29 +23997,29 @@
FANTASTIC
-Breather, vacuum 
+Breather, vacuum
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
-poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit. 
+poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-Bounding boots 
+Bounding boots
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
-any height safely if prepared for the descent. 
+any height safely if prepared for the descent.
-Cloak, chameleon 
+Cloak, chameleon
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
and one free level of Effort to stealth tasks.
@@ -24029,34 +24029,34 @@
FANTASTIC ARMOR
-Force field, quick 
+Force field, quick
level 4 (12)
- Very Expensive 
+ Very Expensive
Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
-Once used, must be recharged for several hours. 
+Once used, must be recharged for several hours.
-Cloak, impact 
+Cloak, impact
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
-strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor. 
+strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-Cloak, reflective 
+Cloak, reflective
-level 6 (18) 
+level 6 (18)
Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
task.
-Battle armor 
+Battle armor
-level 6 (18) 
+level 6 (18)
Exorbitant
@@ -24066,9 +24066,9 @@
their Might Pool.
-Force field, omni 
+Force field, omni
-level 6 (18) 
+level 6 (18)
Exorbitant
@@ -24076,9 +24076,9 @@
field so that its hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
they can see through the field normally).
-Kinetic ring 
+Kinetic ring
-level 6 (18) 
+level 6 (18)
Exorbitant
@@ -24088,9 +24088,9 @@
against the attack.
-Gun armor 
+Gun armor
-level 6 (18) 
+level 6 (18)
Exorbitant x2
@@ -24101,13 +24101,13 @@
triggered, result in friendly fire).
-UTILITY GEAR 
+UTILITY GEAR
CONTEMPORARY
-Duct tape roll 
+Duct tape roll
-level 1 (3) 
+level 1 (3)
Inexpensive
@@ -24115,55 +24115,55 @@
and much more.
-Flashlight 
+Flashlight
level 1 (3)
- Inexpensive 
+ Inexpensive
-Provides light where pointed within short range for a few hours before requiring new batteries/a charge. 
+Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-Padlock with keys 
+Padlock with keys
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
-Padlocks arent too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves. 
+Padlocks arent too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-Backpack 
+Backpack
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag. 
+A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-Bolt cutters 
+Bolt cutters
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Enables and eases tasks to cut through metal bars. 
+Enables and eases tasks to cut through metal bars.
-Climbing gear 
+Climbing gear
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope. 
+Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-Crowbar 
+Crowbar
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
Enables and eases tasks to force open stuck or barred doors.
-Electric lantern 
+Electric lantern
level 3 (9)
@@ -24171,50 +24171,50 @@
Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-Lockpick set 
+Lockpick set
-level 3 (9) 
+level 3 (9)
Moderate
Asset to picking mechanical locks.
-Restraint 
+Restraint
-level 3 (9) 
+level 3 (9)
-Moderate/Expensive 
+Moderate/Expensive
Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-Sleeping bag 
+Sleeping bag
-level 3 (9) 
+level 3 (9)
-Moderate/Expensive 
+Moderate/Expensive
Moderately priced bags are suitable for temperatures down to 4°C (24°F); expensive down to 29°C (20°F).
-Tent 
+Tent
-level 3 (9) 
+level 3 (9)
-Moderate/Expensive 
+Moderate/Expensive
Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-Tools, general 
+Tools, general
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-Tools, specialized 
+Tools, specialized
-level 3 (9) 
+level 3 (9)
Expensive
@@ -24224,9 +24224,9 @@
suited for.
-Disguise kit 
+Disguise kit
-level 3 (9) 
+level 3 (9)
Very Expensive
@@ -24236,93 +24236,93 @@
ADVANCED
-Everlight 
+Everlight
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
-arbitrary lengths of time. 
+arbitrary lengths of time.
-Tent, environment 
+Tent, environment
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
-taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip). 
+taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-Repair tape roll 
+Repair tape roll
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
-tape and taping things together. Each roll has about ten uses. 
+tape and taping things together. Each roll has about ten uses.
-Self-extending rope 
+Self-extending rope
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-Surelock 
+Surelock
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
-pick or otherwise open the lock are hindered by three steps. 
+pick or otherwise open the lock are hindered by three steps.
-Lock infiltrator 
+Lock infiltrator
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
-(including a surelock). 
+(including a surelock).
-Exo-hand 
+Exo-hand
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into users nervous system,
which gives the user an additional gripping appendage useful in a variety of situations where other people would have
their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
-steps. 
+steps.
-Fusion battery 
+Fusion battery
level 5 (15)
-Very Expensive 
+Very Expensive
This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
requirements.
-Fusion torch 
+Fusion torch
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Cuts through substances of up to level 9 after a few rounds of application. 
+Cuts through substances of up to level 9 after a few rounds of application.
-4D printer 
+4D printer
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
@@ -24332,37 +24332,37 @@
FANTASTIC
-Carryall pack 
+Carryall pack
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
-the carryall packs 60 cm (2 foot) diameter mouth. 
+the carryall packs 60 cm (2 foot) diameter mouth.
-Gravity regulator 
+Gravity regulator
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G. 
+Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-Molecular joiner 
+Molecular joiner
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
-seamless bond stronger than even the most advanced glue. 
+seamless bond stronger than even the most advanced glue.
-Programmable suitcase 
+Programmable suitcase
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
@@ -24376,157 +24376,157 @@
CONTEMPORARY
-Trail rations (1 day) 
+Trail rations (1 day)
-level 1 (3) 
+level 1 (3)
-Inexpensive 
+Inexpensive
-First aid kit 
+First aid kit
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks. 
+Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-Military-grade field dressing 
+Military-grade field dressing
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
step of the damage track if damage was due to a wound.
ADVANCED
-Cold sober 
+Cold sober
-level 2 (6) 
+level 2 (6)
-Inexpensive 
+Inexpensive
Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
-alcohol processing, leaving a user sober and free of a hangover within ten minutes. 
+alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-Instabulb, coffee 
+Instabulb, coffee
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
-beverages can be had in the same form factor, suitable for travel and drinking in zero G. 
+beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-Mega bar 
+Mega bar
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll. 
+As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-Serum, remedial 
+Serum, remedial
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
“Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
-benefit of relieving hangover symptoms. 
+benefit of relieving hangover symptoms.
-Serum, space-fit 
+Serum, space-fit
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-Serum, acceleration 
+Serum, acceleration
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
high G, but wont pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
-to all these outcomes. 
+to all these outcomes.
-Serum, antivenom 
+Serum, antivenom
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the users system and
-provides similar poison resistance for one day. 
+provides similar poison resistance for one day.
-Sleep set 
+Sleep set
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
-rested after each use. 
+rested after each use.
-Transplant, organ or limb 
+Transplant, organ or limb
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
-limbs initially hinders all physical tasks attempted using it for several weeks. 
+limbs initially hinders all physical tasks attempted using it for several weeks.
-Autodoc, mobile 
+Autodoc, mobile
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
-refilled as an expensive cost.) 
+refilled as an expensive cost.)
-Hibernation pod 
+Hibernation pod
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
-but increases by +1 every few hundred years that pass. 
+but increases by +1 every few hundred years that pass.
-Omnichair 
+Omnichair
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
-need. 
+need.
-Autodoc 
+Autodoc
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
@@ -24534,53 +24534,53 @@
FANTASTIC
-Nano tab, general 
+Nano tab, general
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
pills are usually designed for health interventions, though some also provide additional physical benefits. A
-general-use nano tab adds 1 to all recovery rolls made by user for one day. 
+general-use nano tab adds 1 to all recovery rolls made by user for one day.
-Nano tab, rejuvenator 
+Nano tab, rejuvenator
-level 5 (15) 
+level 5 (15)
Very Expensive
-As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track. 
+As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-Stasis pod 
+Stasis pod
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened. 
+As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-Nano tab, acceleration 
+Nano tab, acceleration
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
-As general nano tab, but permanently grants the benefits of an ampule of acceleration serum. 
+As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-Nano tab, space-fit 
+Nano tab, space-fit
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
-As general nano tab, but permanently grants the benefits of an ampule of space-fit serum. 
+As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-Nano tab, immolating 
+Nano tab, immolating
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
@@ -24588,53 +24588,53 @@
ROBOTS & AI
-CONTEMPORARY
-Electronic assistant 
+CONTEMPORARY
+Electronic assistant
-level 2 (6) 
+level 2 (6)
-—/Moderate 
+—/Moderate
Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
-door locks, furnaces, music speakers, and more. 
+door locks, furnaces, music speakers, and more.
-House robot 
+House robot
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
-embodied electronic assistants with some mobility, such as Jibo. 
+embodied electronic assistants with some mobility, such as Jibo.
-PackBot 
+PackBot
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
-and operate in all-weather conditions. 
+and operate in all-weather conditions.
-Surveillance drone 
+Surveillance drone
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
-12 points of damage and drop unprotected targets two steps on the damage track. 
+12 points of damage and drop unprotected targets two steps on the damage track.
ADVANCED
Auton
- level 1 (3) 
+ level 1 (3)
-Moderate 
+Moderate
The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
@@ -24642,56 +24642,56 @@
also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
-allows the auton modifications in one task. 
+allows the auton modifications in one task.
-Auton, aide 
+Auton, aide
level 2 (6)
- Expensive 
+ Expensive
-Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide. 
+Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-Auton, medical 
+Auton, medical
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
-As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc. 
+As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-Auton, defense 
+Auton, defense
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
-attack, the target eases the task by two steps. A defense auton also has 3 Armor. 
+attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-Auton, military drone 
+Auton, military drone
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
-As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner. 
+As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-Auton, warrior 
+Auton, warrior
-level 2 (6) 
+level 2 (6)
Exorbitant
- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
+ As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
-melee weapon that inflicts 5 points of damage. 
+melee weapon that inflicts 5 points of damage.
-Shipmind 
+Shipmind
-level 3 (9) 
+level 3 (9)
-Exorbitant x2 
+Exorbitant x2
A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
@@ -24699,10 +24699,10 @@
installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
tasks at the level of the ship in which it is installed.
-FANTASTIC
-Synth 
+FANTASTIC
+Synth
-level 3 (9) 
+level 3 (9)
Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases its impossible to tell
the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
@@ -24711,39 +24711,39 @@
servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
-synths have 2 Armor and regain 1 point of lost health per round if damaged. 
+synths have 2 Armor and regain 1 point of lost health per round if damaged.
-Synth, companion 
+Synth, companion
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks. 
+As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
Synth, free
-level 5 (15) 
+level 5 (15)
-Expensive\* 
+Expensive\*
As companion synth, but with modifications for up to five tasks. \*A free synth usually cant be purchased, by
-definition, but can be hired on a contract basis, as an expensive cost for each week of service required. 
+definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-Wardroid 
+Wardroid
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
-additional customizations and abilities. 
+additional customizations and abilities.
-Synth, infiltrator 
+Synth, infiltrator
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
@@ -24756,33 +24756,33 @@
happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
interaction tasks and most Intellect tasks hindered unexpectedly.
-CONTEMPORARY
-Book 
+CONTEMPORARY
+Book
-level 2 (6) 
+level 2 (6)
-Inexpensive 
+Inexpensive
-Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks. 
+Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-Card/tabletop/digital game 
+Card/tabletop/digital game
level 2 (6)
-Inexpensive/Moderate 
+Inexpensive/Moderate
-Suitable for passing the time and building bonds between friends and strangers alike. 
+Suitable for passing the time and building bonds between friends and strangers alike.
-Alcohol/drugs 
+Alcohol/drugs
-level 2 (6) 
+level 2 (6)
-Inexpensive/Moderate/Expensive 
+Inexpensive/Moderate/Expensive
Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
-lead to addiction, a long-term disease difficult to recover from. 
+lead to addiction, a long-term disease difficult to recover from.
Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
@@ -24790,42 +24790,42 @@
ADVANCED
-Sidekick sphere 
+Sidekick sphere
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
-conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI). 
+conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-Tattoo, programmable 
+Tattoo, programmable
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
-any artistry at all is involved, may take a few days to complete. 
+any artistry at all is involved, may take a few days to complete.
FANTASTIC
-Tattoo, living 
+Tattoo, living
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-Pleasure bit 
+Pleasure bit
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handheld device emits magnetic induction field that activates the reward circuit in the users brain, creating sudden
ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
@@ -24839,41 +24839,41 @@
Weapons require ammunition (“ammo”), whether thats rounds of a particular caliber, energy packs, or something even more
exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-cost, or not worrying about it. 
+cost, or not worrying about it.
Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
-fight. 
+fight.
Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
-steps less in price category than the weapon in question. 
+steps less in price category than the weapon in question.
Or you can just not worry about keeping track of ammunition, especially in games where gunplay isnt common.
CONTEMPORARY
-Ammo (box of 50 rounds) 
+Ammo (box of 50 rounds)
level 1 (3)
-Inexpensive 
+Inexpensive
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
-Energy pack (50 shots) 
+ADVANCED/FANTASTIC
+Energy pack (50 shots)
level 1 (3)
-Inexpensive 
+Inexpensive
-Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons. 
+Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-Smart rounds (box of 4 rounds) 
+Smart rounds (box of 4 rounds)
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
@@ -24890,99 +24890,99 @@
CONTEMPORARY
-Knife, simple 
+Knife, simple
-level 1 (3) 
+level 1 (3)
-Inexpensive 
+Inexpensive
-Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 12. 
+Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 12.
-Knife, hunting 
+Knife, hunting
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Light weapon (2 damage, difficulty of attack is eased). 
+Light weapon (2 damage, difficulty of attack is eased).
-Machete 
+Machete
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage). 
+Medium weapon (4 damage).
-Nightstick 
+Nightstick
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage). 
+Medium weapon (4 damage).
-Broad sword, replica 
+Broad sword, replica
level 2 (6)
-Expensive 
+Expensive
-Heavy weapon (6 damage, requires both hands to wield). 
+Heavy weapon (6 damage, requires both hands to wield).
-Stun “gun” 
+Stun “gun”
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
ADVANCED
-Power fist 
+Power fist
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist). 
+Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-Stunstick 
+Stunstick
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
-fewer hit points, human-sized target or smaller loses their next turn). 
+fewer hit points, human-sized target or smaller loses their next turn).
-Mono-molecular blade 
+Mono-molecular blade
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Produces a 15 cm (6 inch) wirelike blade that cuts through any material of up to level 4; light weapon (2 damage,
-difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields). 
+difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-Stunring 
+Stunring
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
to use.
FANTASTIC
-Plasma saber 
+Plasma saber
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
@@ -24991,281 +24991,281 @@
RANGED WEAPONS
Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
-ranged weapon. 
+ranged weapon.
CONTEMPORARY
-Bow 
+Bow
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage), long range. 
+Medium weapon (4 damage), long range.
-Hand grenade 
+Hand grenade
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius. 
+Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
connection.
-Rifle, low caliber 
+Rifle, low caliber
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon but requires both hands (4 damage), long range. 
+Medium weapon but requires both hands (4 damage), long range.
-Handgun, light 
+Handgun, light
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
-Light weapon (2 damage, difficulty of attack is eased), short range. 
+Light weapon (2 damage, difficulty of attack is eased), short range.
-Handgun, medium 
+Handgun, medium
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Medium weapon (4 damage), long range. 
+Medium weapon (4 damage), long range.
Shotgun
- level 3 (9) 
+ level 3 (9)
Expensive
-Heavy weapon (6 damage, both hands), immediate range. 
+Heavy weapon (6 damage, both hands), immediate range.
-Handgun, heavy 
+Handgun, heavy
level 3 (9)
- Very Expensive 
+ Very Expensive
-Heavy weapon (6 damage, both hands), long range. 
+Heavy weapon (6 damage, both hands), long range.
-Rifle, assault 
+Rifle, assault
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
-Spray abilities. 
+Spray abilities.
-Rifle, heavy 
+Rifle, heavy
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
-Heavy weapon (6 damage, both hands), very long range. 
+Heavy weapon (6 damage, both hands), very long range.
-Submachine gun 
+Submachine gun
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
-abilities. 
+abilities.
-Taser 
+Taser
level 3 (9)
- Very Expensive 
+ Very Expensive
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-ADVANCED
-Grenade, sonic 
+ADVANCED
+Grenade, sonic
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
-Might defense roll, targets lose their next turn. 
+Might defense roll, targets lose their next turn.
-Grenade, thermite 
+Grenade, thermite
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
Laser/photon pistol
-  level 3 (9) 
+ level 3 (9)
-Expensive 
+Expensive
-Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range. 
+Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-Needler/syringer 
+Needler/syringer
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
-Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll. 
+Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-Vacuum handgun, heavy 
+Vacuum handgun, heavy
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
self-propelling so firing this gun in zero or low gravity doesnt spin wielder backward.
Vacuum rifle, assault
-  level 3 (9) 
+ level 3 (9)
-Very Expensive 
+Very Expensive
As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
self-propelling so firing this assault rifle in zero or law gravity doesnt spin wielder backward.
-Foam restraint rifle 
+Foam restraint rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
lasts for ten minutes. A restrained victim cant move or take actions that require movement. A target whose level is
-higher than the rifles level can usually break free within one or two rounds. 
+higher than the rifles level can usually break free within one or two rounds.
-Laser/photon rifle 
+Laser/photon rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range. 
+Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-Grapple gun 
+Grapple gun
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
-object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them. 
+object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-Laser/photon pulse rifle 
+Laser/photon pulse rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive x2 
+Very Expensive x2
Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
-with Spray or Arc Spray abilities. 
+with Spray or Arc Spray abilities.
-Rail gun 
+Rail gun
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
damage, both hands), range is 3,050 m (10,000 feet).
FANTASTIC
-Blaster, light 
+Blaster, light
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
-range. It ignores 1 point of Armor value (except from force fields). 
+range. It ignores 1 point of Armor value (except from force fields).
-Blaster, medium 
+Blaster, medium
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
Armor value (except from force fields).
Plasma grenade
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
-descend one step on the damage track. It ignores 2 points of Armor value (except from force fields). 
+descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-Blaster, goggles 
+Blaster, goggles
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
-long range. It ignores 1 point of Armor value (except from force fields). 
+long range. It ignores 1 point of Armor value (except from force fields).
-Blaster, heavy 
+Blaster, heavy
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
-1 point of Armor value (except from force fields). 
+1 point of Armor value (except from force fields).
-Blaster, heavy rifle 
+Blaster, heavy rifle
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
-1 point of Armor value (except from force fields). 
+1 point of Armor value (except from force fields).
-Blaster, heavy pulse rifle 
+Blaster, heavy pulse rifle
-level 5 (15) 
+level 5 (15)
-Very Expensive x2 
+Very Expensive x2
Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
-force fields). 
+force fields).
-Blaster, cannon 
+Blaster, cannon
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
Spray abilities. It ignores 2 points of Armor value (except from force fields).
-BLASTER WEAPONS
+BLASTER WEAPONS
Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
@@ -25274,75 +25274,75 @@
Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially unusual devices are everywhere. 
+fantastic settings, opportunities to find especially unusual devices are everywhere.
Dimensional Modulator
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Marble-sized crisscross shape of unknown material 
+Form: Marble-sized crisscross shape of unknown material
Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
take actions, doesnt age, and is immune to damage and effects. It remains in stasis for about a day, until the user
-returns the missing dimension or the artifact depletes. 
+returns the missing dimension or the artifact depletes.
Depletion: 1 in 1d10
Metabolic Prod
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: 1 m (4 foot) metallic rod of unknown material 
+Form: 1 m (4 foot) metallic rod of unknown material
Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
-additional effects, if set before attacking. 
+additional effects, if set before attacking.
Aggression: The targets aggressive tendencies are increased for one hour, during which time the target attacks almost
-anything it encounters. 
+anything it encounters.
Calm: The targets aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
-but never initiates them. 
+but never initiates them.
Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
go months with no additional food or water and with a fraction of the air theyd normally need. Loud sounds, damage,
-persistent prodding, and the like wakes someone in hibernation. 
+persistent prodding, and the like wakes someone in hibernation.
Depletion: 1 in 1d20
Probability Regulator
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Fist-sized mathematically perfect solid of constant width of unknown material 
+Form: Fist-sized mathematically perfect solid of constant width of unknown material
Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
-difficulty 10. If successful, they achieve the desired result. 
+difficulty 10. If successful, they achieve the desired result.
Depletion: 1 × task difficulty in 1d20
Steorraform
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Badge-sized seven-pointed star of unknown material 
+Form: Badge-sized seven-pointed star of unknown material
Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
(to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
-falling into lava, the sun, a singularity, and so on. 
+falling into lava, the sun, a singularity, and so on.
Depletion: 1 × number of previous uses in 1d20
WEAPONS
-Artifacts that can be used as weapons, though some have other uses as well. 
+Artifacts that can be used as weapons, though some have other uses as well.
Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
@@ -25351,68 +25351,68 @@
Alpha Beam Projector
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Rifle-like device of unknown material 
+Form: Rifle-like device of unknown material
Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
(and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
-from the target. 
+from the target.
Depletion: 1 in 1d20
Carbonizer
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Pistol-like device of unknown material 
+Form: Pistol-like device of unknown material
Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources. 
+sources.
Depletion: 1 in 1d20
Death Ray
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Pistol-like device of unknown material 
+Form: Pistol-like device of unknown material
Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources. 
+sources.
Depletion: 1 in 1d20
Disintegration Beamer
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Rifle-like device with two electrodelike protrusions of unknown material 
+Form: Rifle-like device with two electrodelike protrusions of unknown material
Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
range, inflicting damage equal to twice the artifacts level. If the attack reduces the targets health (or combined
Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
-can spend 1 XP and instead descend one step on the damage track.) 
+can spend 1 XP and instead descend one step on the damage track.)
Depletion: 1 in 1d20
Empathetic Ray
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Rod-like device with very long barrel of unknown material 
+Form: Rod-like device with very long barrel of unknown material
Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
adjust the settings to increase the rays effectiveness by making one additional depletion roll per increase in the
maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
-once every minute for the first few minutes, then once every hour. 
+once every minute for the first few minutes, then once every hour.
Depletion: 1 in 1d20
@@ -25486,7 +25486,7 @@
VEHICLES & SPACECRAFT
Vehicle: Technically speaking, spacecraft are also vehicles. Unless its important to make a distinction, assume all
-guidance here regarding “vehicles” also applies to spacecraft. 
+guidance here regarding “vehicles” also applies to spacecraft.
Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planets atmosphere.
@@ -25494,12 +25494,12 @@
spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
referred to as a starship.
-VARIABLE COST BY TECH RATING 
+VARIABLE COST BY TECH RATING
Vehicle costs assume the setting is predominantly of the same tech rating as the vehicles tech rating. However, the
-price might drop by a price category if the setting tech rating is predominantly greater than the vehicles rating. 
+price might drop by a price category if the setting tech rating is predominantly greater than the vehicles rating.
-CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS 
+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
@@ -25517,14 +25517,14 @@
of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
to the environment through which they can fire weapons (so that its not really the characters fighting, but the
-vehicles), use the vehicular combat rules from the CSR. 
+vehicles), use the vehicular combat rules from the CSR.
If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
kinds of additional options.
DRIVERLESS VEHICLES
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
+ If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
are automatically completed (or failed) according to the vehicles level, though all such self-driving tasks are
hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
@@ -25534,130 +25534,130 @@
LOOKING FOR MORE VEHICLE OPTIONS
- A representative cross section of vehicles is provided. If youre looking for something that isnt noted, use something
+ A representative cross section of vehicles is provided. If youre looking for something that isnt noted, use something
close and adapt the listing.
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-CUSTOMIZING VEHICLES
+CUSTOMIZING VEHICLES
Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
such an upgrade is very expensive to exorbitant.
PLANETARY VEHICLE LISTING
-CYCLES 
+CYCLES
-CONTEMPORARY 
+CONTEMPORARY
-Motorcycle, dirt bike 
+Motorcycle, dirt bike
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
-wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces). 
+wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-Motorcycle, cruiser 
+Motorcycle, cruiser
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
-mph) during long-distance travel. 
+mph) during long-distance travel.
-ADVANCED 
+ADVANCED
-Motorcycle, battle 
+Motorcycle, battle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
-long-distance travel. 
+long-distance travel.
-Motorcycle, omni-terrain 
+Motorcycle, omni-terrain
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
-during long-distance travel. 
+during long-distance travel.
-Vacuum cycle 
+Vacuum cycle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
sometimes a passenger), providing the rider Armor 1 (though if damage is taken, its likely a breach has occurred).
Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
-km/h (50 mph) during long-distance travel. 
+km/h (50 mph) during long-distance travel.
-FANTASTIC 
+FANTASTIC
-Hover speedster 
+Hover speedster
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
-distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel. 
+distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-Hard-light cycle 
+Hard-light cycle
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
maximum gradient shouldnt exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
-distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel. 
+distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-Hover speedster, battle 
+Hover speedster, battle
-level 6 (18) 
+level 6 (18)
Very Expensive
As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
deployable swivel long-range energy weapons that inflict 9 points of damage.
-Instant cycle 
+Instant cycle
-Variable 
+Variable
-Exorbitant 
+Exorbitant
As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-CARS
+CARS
Buying a car at the bottom of its price range usually means the car isnt top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
@@ -25678,42 +25678,42 @@
CONTEMPORARY
-Car, used 
+Car, used
-level 3 (9) 
+level 3 (9)
-Expensive to Very Expensive 
+Expensive to Very Expensive
Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
-round on paved surfaces or an average of 80 km/h (50 mph) during extended trips. 
+round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-Car, sedan 
+Car, sedan
-level 4 (12) 
+level 4 (12)
-Expensive to Very Expensive 
+Expensive to Very Expensive
As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
during extended trips.
-Car, sports 
+Car, sports
-level 6 (18) 
+level 6 (18)
-Very Expensive to Exorbitant 
+Very Expensive to Exorbitant
Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
-extended trips. 
+extended trips.
-Car, utility 
+Car, utility
-level 4 (12) 
+level 4 (12)
-Expensive to Very Expensive 
+Expensive to Very Expensive
Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
(though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
@@ -25722,42 +25722,42 @@
ADVANCED
-Hovercar 
+Hovercar
-level 4 
+level 4
-Very Expensive 
+Very Expensive
Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
-long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel. 
+long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-Land ark 
+Land ark
level 5 (15)
- Exorbitant 
+ Exorbitant
Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
either to house one or more families, support scientific research, exploration, spying, or configured for some other
purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
-paved surfaces, though a land ark rarely finds roads). 
+paved surfaces, though a land ark rarely finds roads).
-Land ark, battle 
+Land ark, battle
-level 5 (15) 
+level 5 (15)
-Exorbitant x2 
+Exorbitant x2
-As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space. 
+As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-Moon buggy 
+Moon buggy
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, its likely a breach has
@@ -25765,22 +25765,22 @@
moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
average of 64 km/h (40 mph) during long-distance travel.
-FANTASTIC
-Car, flying 
+FANTASTIC
+Car, flying
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
-distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel. 
+distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-Car, smart 
+Car, smart
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
@@ -25795,7 +25795,7 @@
| 01 | Vehicle runs out of fuel or power (but not inflight). |
| 02 | Extreme turbulence threatens to cause a loss of control inflight |
| 03 | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
-| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it.  |
+| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
| 05 | Landing gear is damaged, making eventual landing problematic. |
| 06 | Unexpectedly tall terrain feature threatens imminent collision. |
| 07 | Vehicle takes damage and threatens to detonate its power source |
@@ -25805,112 +25805,112 @@
CONTEMPORARY
-Airplane, basic 
+Airplane, basic
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
-km/h (140 mph) during extended trips. 
+km/h (140 mph) during extended trips.
-Helicopter 
+Helicopter
level 3 (9)
-Exorbitant 
+Exorbitant
Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
-trips. 
+trips.
-Fighter jet 
+Fighter jet
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
during extended trips.
-ADVANCED
-Cloud surfing board 
+ADVANCED
+Cloud surfing board
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
-it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus. 
+it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-Jetpack 
+Jetpack
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
(requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
-during long-distance travel, though the pack must be refueled every 1000 miles. 
+during long-distance travel, though the pack must be refueled every 1000 miles.
-VTOL hyperjet 
+VTOL hyperjet
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
- VTOL stealthjet 
+ VTOL stealthjet
-level 3 (9) 
+level 3 (9)
Exorbitant
-As VTOL hyperjet, but with superior stealth instead of superior weapons. 
+As VTOL hyperjet, but with superior stealth instead of superior weapons.
-VTOL seawing 
+VTOL seawing
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
-a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater. 
+a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-Zeppelin, yacht 
+Zeppelin, yacht
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
either to house one or more families, support scientific research, exploration, spying, or configured for some other
purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
extended travel (half or double that depending on air conditions).
-FANTASTIC
-Hoverboard 
+FANTASTIC
+Hoverboard
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
-Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel. 
+Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
Orb, personal
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
@@ -25918,22 +25918,22 @@
distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
hours. Personal orbs are usually single-use transports.
-Hard-light jet 
+Hard-light jet
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
-(5,000 mph) during extended trips, and can even make low-orbit rendezvous. 
+(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-Teleportation disc 
+Teleportation disc
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
@@ -25948,7 +25948,7 @@
| 01 | Vehicle begins taking on water due to minor leak. |
| 02 | Vehicle capsizes |
| 03 | Vehicle begins to sink due to major leak caused by structural flaw. |
-| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it.  |
+| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
| 05 | Power source unexpectedly dies. |
| 06 | Unmapped underwater terrain feature threatens/causes imminent collision. |
| 07 | Vehicle takes damage and threatens to detonate its power source. |
@@ -25958,59 +25958,59 @@
CONTEMPORARY
-Jet ski 
+Jet ski
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
-distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water). 
+distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-Motorboat 
+Motorboat
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
-moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2. 
+moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-Motorboat, performance 
+Motorboat, performance
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
-As motorboat, but can reach speeds over 128 km/h (80 mph). 
+As motorboat, but can reach speeds over 128 km/h (80 mph).
-Submersible, personal 
+Submersible, personal
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
-or manipulating the environment without customization. 
+or manipulating the environment without customization.
-Yacht 
+Yacht
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
-movement rates in choppy water). 
+movement rates in choppy water).
-Gunboat, fast attack craft 
+Gunboat, fast attack craft
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
@@ -26018,21 +26018,21 @@
operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-Submarine 
+Submarine
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
-operate. 
+operate.
-Warship, destroyer
-level 4 (12) 
+Warship, destroyer
+level 4 (12)
-Priceless 
+Priceless
Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
@@ -26040,100 +26040,100 @@
each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
central coordination to operate.
-ADVANCED
-Sub, waterglide 
+ADVANCED
+Sub, waterglide
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
-very long distance each round or up to 370 km/h (230 mph) on extended trips. 
+very long distance each round or up to 370 km/h (230 mph) on extended trips.
-Yacht, hydroplane 
+Yacht, hydroplane
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
-capsizing. 
+capsizing.
Submarine, supercavitation
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
distance each round or up to 370 km/h (230 mph) on extended trips.
FANTASTIC
-Manta 
+Manta
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
extended trips.
MECHS AND TANKS
-CONTEMPORARY 
+CONTEMPORARY
Tank
- level 4 (12) 
+ level 4 (12)
-Exorbitant 
+Exorbitant
Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
-to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces. 
+to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-ADVANCED 
+ADVANCED
-Mech, loader 
+Mech, loader
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
-hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips. 
+hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-Mech, infantry 
+Mech, infantry
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
-or up to 72 km/h (45 mph) on extended trips. 
+or up to 72 km/h (45 mph) on extended trips.
-Mech, interceptor 
+Mech, interceptor
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
-superior weapons, defense, or speed, but that doubles the cost. 
+superior weapons, defense, or speed, but that doubles the cost.
-FANTASTIC 
+FANTASTIC
-Colossal battle mech 
+Colossal battle mech
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
@@ -26142,13 +26142,13 @@
as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
for brief periods.
-SPACECRAFT LISTING 
+SPACECRAFT LISTING
Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
-information to plot and fly to their destinations. 
+information to plot and fly to their destinations.
PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
@@ -26172,7 +26172,7 @@
SPACECRAFT UPKEEP
Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
-of the spacecraft determines upkeep. 
+of the spacecraft determines upkeep.
| Level | Upkeep Cost |
|-------|----------------|
@@ -26209,18 +26209,18 @@
CONTEMPORARY POWER
Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
-systems, including powering ion drives. 
+systems, including powering ion drives.
RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
-of an RTG is an embedded mass of atomic isotope, such as plutonium-238. 
+of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-CONTEMPORARY DRIVES 
+CONTEMPORARY DRIVES
Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
the rockets base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-are the primary constituent of a heavy-lift launch spacecraft. 
+are the primary constituent of a heavy-lift launch spacecraft.
Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
@@ -26233,12 +26233,12 @@
Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
-system without an atmosphere). 
+system without an atmosphere).
-ADVANCED DRIVES 
+ADVANCED DRIVES
Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
-version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint. 
+version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
@@ -26246,21 +26246,21 @@
FANTASTIC
-FANTASTIC POWER 
+FANTASTIC POWER
Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
-reaction so it can be harnessed for power. 
+reaction so it can be harnessed for power.
Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
-energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole. 
+energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
-initial resources required to build the generator. 
+initial resources required to build the generator.
-FANTASTIC DRIVES 
+FANTASTIC DRIVES
Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
@@ -26270,14 +26270,14 @@
Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
-1000 times the speed of light at maximum power. 
+1000 times the speed of light at maximum power.
Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
-time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end). 
+time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
@@ -26289,7 +26289,7 @@
Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-if not caught and quickly dealt with. In fact, that very complexity exacts a toll. 
+if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
@@ -26297,35 +26297,35 @@
CONTEMPORARY
-Space Capsule 
+Space Capsule
-level 1 (3) 
+level 1 (3)
-Priceless 
+Priceless
Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
-water for recovery by watercraft. 
+water for recovery by watercraft.
-Rocket, heavy-lift launch 
+Rocket, heavy-lift launch
-level 2 (6) 
+level 2 (6)
-Priceless 
+Priceless
Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
-pads where they can be refurbished and refueled. 
+pads where they can be refurbished and refueled.
-Shuttle, launch 
+Shuttle, launch
-level 3 (9) 
+level 3 (9)
-Priceless 
+Priceless
As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
@@ -26338,163 +26338,163 @@
accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-SPACECRAFT
+SPACECRAFT
Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
advanced spacecraft cant land on a planets surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
-Wafercraft, exploration 
+ADVANCED
+Wafercraft, exploration
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
-of months (but decades in objective time). 
+of months (but decades in objective time).
-Microcapsule 
+Microcapsule
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
usually doesnt have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
-construction tasks without exiting the vehicle. 
+construction tasks without exiting the vehicle.
-Microcapsule, fighter (dart) 
+Microcapsule, fighter (dart)
-level 1 (3) 
+level 1 (3)
-Very Expensive x2 
+Very Expensive x2
-As microcapsule, but with a laser cannon weapon system capable of targeting another craft. 
+As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-Spacecraft, racer 
+Spacecraft, racer
-level 1 (3) 
+level 1 (3)
-Exorbitant 
+Exorbitant
A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
-interplanetary distances are halved in a racer. Mostly used for competition or as couriers. 
+interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-Spacecraft, freighter 
+Spacecraft, freighter
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
-propulsion. Can land and take off from low-gravity moons and dwarf planets. 
+propulsion. Can land and take off from low-gravity moons and dwarf planets.
-Spaceplane 
+Spaceplane
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
external network of controllers.
-Spaceplane, combat (claw) 
+Spaceplane, combat (claw)
-level 2 (6) 
+level 2 (6)
-Exorbitant x2 
+Exorbitant x2
As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
-of transport. 
+of transport.
-Spacecraft, solar sail 
+Spacecraft, solar sail
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
-land or ascend from a planetary surface. 
+land or ascend from a planetary surface.
-Spacecraft, dragonfly class 
+Spacecraft, dragonfly class
-level 3 (9) 
+level 3 (9)
-Exorbitant x2 
+Exorbitant x2
Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
-system. 
+system.
-Spacecraft, exploration class 
+Spacecraft, exploration class
-level 4 (12) 
+level 4 (12)
-Exorbitant x3 
+Exorbitant x3
As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
-situ analysis. 
+situ analysis.
-Spacecraft, corvette class 
+Spacecraft, corvette class
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
-with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets. 
+with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-Spacecraft, destroyer class 
+Spacecraft, destroyer class
level 5 (15)
- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
+ Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
-microcapsule fighters (darts). 
+microcapsule fighters (darts).
-Spacecraft, dreadnought 
+Spacecraft, dreadnought
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
-spaceplanes. 
+spaceplanes.
Skyhook
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
the cable as the tether passes, and are then flung into orbit by the stations massive rotation. The skyhook can
decelerate and safely de-orbit other payloads in the same way.
-Space elevator 
+Space elevator
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
@@ -26511,152 +26511,152 @@
FANTASTIC
-Dagger fighter 
+Dagger fighter
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
-as a capital class starship with suitable docking bays. 
+as a capital class starship with suitable docking bays.
-Starship, cargo/passenger 
+Starship, cargo/passenger
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
-and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered. 
+and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-Starship, solo fighter 
+Starship, solo fighter
level 2 (6)
- Exorbitant 
+ Exorbitant
A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
-travel. 
+travel.
-Starship, general purpose 
+Starship, general purpose
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
-as a particle cannon. 
+as a particle cannon.
-Starship, discovery class 
+Starship, discovery class
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
-sufficient resources, granting it superior weapons. 
+sufficient resources, granting it superior weapons.
-Starship, warship class 
+Starship, warship class
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-Starship, capital class 
+Starship, capital class
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
-squadrons of fifteen dagger fighter starships. 
+squadrons of fifteen dagger fighter starships.
-Starship, omega class 
+Starship, omega class
-level 10 (30) 
+level 10 (30)
-Priceless 
+Priceless
Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-STELLAR GATE
+STELLAR GATE
Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
rating, no matter how small.
-FANTASTIC
-Gate, planetary 
+FANTASTIC
+Gate, planetary
-level 3 (9) 
+level 3 (9)
-Priceless 
+Priceless
A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
-to support each new wormhole opening. 
+to support each new wormhole opening.
-Gate, interplanetary 
+Gate, interplanetary
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
-system. 
+system.
-Gate, star 
+Gate, star
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
-light-years. 
+light-years.
-Gate, galactic 
+Gate, galactic
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
As planetary gate, but six times as large and connects gate structures that lie between locations within a single
-galaxy. 
+galaxy.
-Gate, intergalactic 
+Gate, intergalactic
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
-across the entire breadth of the universe. 
+across the entire breadth of the universe.
-Gate, interdimensional 
+Gate, interdimensional
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As planetary gate, but connects gate structures that lie in alternate dimensions.
-SPACE-TIME VEHICLES
+SPACE-TIME VEHICLES
Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
limiting their availability even further. As with stellar gates, space-time vehicles are so complex that its likely
@@ -26665,20 +26665,20 @@
FANTASTIC
-Car, temporal/dimensional 
+Car, temporal/dimensional
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
-Enormous power requirements require recharge period of several days between each use. 
+Enormous power requirements require recharge period of several days between each use.
-Matrix, temporal 
+Matrix, temporal
-level 8 (24) 
+level 8 (24)
-Priceless 
+Priceless
An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
@@ -26688,35 +26688,35 @@
Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere. 
+fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-A couple of examples of such artifacts are presented here. 
+A couple of examples of such artifacts are presented here.
-GATE RING 
+GATE RING
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Wearable ring of unknown material 
+Form: Wearable ring of unknown material
Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
-otherwise gained information about it before using the function). 
+otherwise gained information about it before using the function).
Depletion: Automatic (if gate is formed)
-FRACTAL TRAVELER 
+FRACTAL TRAVELER
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Goggle-like device of unknown material 
+Form: Goggle-like device of unknown material
Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
time the wearer seems to disappear from existence. From the wearers perspective, they are falling through an
ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
end of that period they return to existence, either in the same location they left or somewhere theyve previously
-visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased. 
+visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
Depletion: 1 in 1d6
@@ -26763,7 +26763,7 @@
High Gravity: Its hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical
actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons
-reach only to long range, long-range weapons reach only to short range, and
+reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in
difficulty but not the range decreases.
@@ -26851,8 +26851,8 @@
ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.
Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither
-term describes you very
-well, as you are as free-willed and free-thinking
+term describes you very
+well, as you are as free-willed and free-thinking
as they are.
You gain the following characteristics:
@@ -27054,7 +27054,7 @@
Form: Vial or syringe of red fluid
-Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
+Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by
the GM and player.
@@ -27067,7 +27067,7 @@
Form: Multifaceted purple stone the size of a fist
Effect: Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore
-all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
+all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
twenty-four hours if not used.
Depletion: 13 in 1d10
@@ -27117,9 +27117,9 @@
two power shifts in resilience.
In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
-them fit your character. 
+them fit your character.
-POWER SOURCE
+POWER SOURCE
As youre figuring out what type, descriptor, focus, and power shifts you want for
your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
@@ -27212,7 +27212,7 @@
| d100 | Power | Example |
|-------|----------------------|------------------------------------------------|
-| 01-05 | Agility | Power shift in dexterity  |
+| 01-05 | Agility | Power shift in dexterity |
| 06 | Animal Shapeshifter | Shapechanger |
| 07-09 | Athletics | Master athlete |
| 10 | Atlantean | Atlantean |
@@ -27222,7 +27222,7 @@
| 18 | Cold immunity | Energy Resistance |
| 19 | Companion creature | Beastmaster |
| 20 | Control animals | Mentalist |
-| 21 | Control minds | Mentalist  |
+| 21 | Control minds | Mentalist |
| 22-23 | Control plants | Nature master |
| 24 | Control wind | Nature master |
| 25 | Copy superpower | Power replicator |
@@ -27240,7 +27240,7 @@
| 42-43 | Flight | Power shift in flight |
| 44 | Force field | Force field master |
| 45 | Growing | Giant hero |
-| 46-47 | Healing | Power shift in healing  |
+| 46-47 | Healing | Power shift in healing |
| 48 | Human shapechanger | Shapechanger |
| 49 | Illusion | Illusionist |
| 50-51 | Intelligence | Power shift in intelligence |
@@ -27248,7 +27248,7 @@
| 55 | Invisibility | Invisibility |
| 56-57 | Leaping | Amazing Leap, Far Step |
| 58-59 | Lucky | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
-| 60-61 | Magnetism | Telekinetic  |
+| 60-61 | Magnetism | Telekinetic |
| 62-64 | Martial arts | Master martial artist |
| 65 | Paragon | Paragon |
| 66 | Phasing | Phase master |
@@ -27272,9 +27272,9 @@
| 98 | Weapon | Bearer of the item |
| 99-00 | Weapon master | Weapon master, power shift in single attack |
-SUPERHERO CHARACTER OPTIONS 
+SUPERHERO CHARACTER OPTIONS
-DESCRIPTORS
+DESCRIPTORS
This section presents new descriptors meant specifically for a superhero game.
AMAZING
@@ -27456,7 +27456,7 @@
If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
gene (perhaps even multiple copies) and can sense others who have it
-POWER SHIFTS
+POWER SHIFTS
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
together interdimensional gateway devices in a few hours.
@@ -27534,13 +27534,13 @@
your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-GAINING MORE POWER SHIFTS
+GAINING MORE POWER SHIFTS
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the games
start.
-POWER STUNTS
+POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally cant do.
Examples:
@@ -27653,7 +27653,7 @@
| 14 | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer |
| 15 | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
-| Task Circumstances | Difficulty  |
+| Task Circumstances | Difficulty |
|------------------------------------------------------------------|-------------|
| Lifting the object as high as the character can reach | +0 |
| Lifting the object only partway off the ground | -1 |
@@ -27674,7 +27674,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the characters
roll to succeed.
-FEATS OF SPEED
+FEATS OF SPEED
A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
needed). This is basically a jog or a hustle, faster than a walk
@@ -27686,7 +27686,7 @@
faster. For a character trying to run more than a long distance as their entire action, use the following table to
determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-| Difficulty  | Running Distance | Notes |
+| Difficulty | Running Distance | Notes |
|-------------|--------------------|-----------------------------------------|
| 6 | 200 feet (60 m) | 19 mph (30 kph) |
| 8 | 250 feet (76 m) | 24 mph (39 kph); bear, Olympic sprinter |
@@ -27715,7 +27715,7 @@
(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
over their head.
-POWERFUL CREATURES
+POWERFUL CREATURES
Superheroes dont just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
@@ -27752,11 +27752,11 @@
change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
modification is generally equal to the devices level minus 1, which also determines how much time it takes to complete
-the modifications. 
+the modifications.
Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the devices
-level for the difficulty and creation time, but take half as long as the time listed. 
+level for the difficulty and creation time, but take half as long as the time listed.
A character modifying their own device eases the task. This applies whether the character built the device themselves or
theyve been repairing and tinkering with it long enough that they fully understand its workings.
@@ -27779,7 +27779,7 @@
the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
extent of the changes.
-FASTER CRAFTING IN A HIGH-TECH SETTING
+FASTER CRAFTING IN A HIGH-TECH SETTING
In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
conditions, the GM should ease
@@ -27807,7 +27807,7 @@
shouldnt cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
leeway, the GM always has the option to use an intrusion to complicate an encounter.
-POWER BOOST CYPHERS 
+POWER BOOST CYPHERS
This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
System Rulebook into one cypher with variable effects based on cypher level.
@@ -27849,7 +27849,7 @@
five steps if the cypher is level 7 or higher). It has no effect on power stunts that dont require a successful power
stunt task.
-ARTIFACTS 
+ARTIFACTS
DARKEST BOOK
@@ -27948,7 +27948,7 @@
and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
their skin turns golden). See the Curse table for a list of example curses.
-Preventing Curses 
+Preventing Curses
When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
curse being cast. Being trained in Intellect defense eases
@@ -27958,7 +27958,7 @@
Often, part of a curses effects is hindering curse resistance; thus, a character who already has one curse on them will
find defending against a second curse is more difficult (their task is hindered).
-Removing Curses 
+Removing Curses
Similar to poison and disease, curses arent automatically removed when a character makes a regular recovery roll.
Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
@@ -27968,7 +27968,7 @@
(such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
curse removal to do the deed.
-Curse Intrusions and Curse Mode 
+Curse Intrusions and Curse Mode
In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
@@ -28004,7 +28004,7 @@
While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PCs
situation worse.
-Curse Intrusions 
+Curse Intrusions
| d6 | Curse |
|-----|-------------------------------------------------------------------------|
@@ -28015,7 +28015,7 @@
| 5 | The character feels an overwhelming urge to start dancing. |
| 6 | The characters clothes are suddenly much too large. |
-Curse Table 
+Curse Table
Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
and the characters.
@@ -28025,7 +28025,7 @@
that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
very high level because the caster wants to make it very hard to get rid of.
-| D20  | Effect |
+| D20 | Effect |
|------|------------------------------------------------------------------|
| 1 | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.) |
| 2 | Becomes invisible |
@@ -28038,9 +28038,9 @@
| 9 | Forced to wear iron shoes (hinders all Speed actions) |
| 10 | Turned into a flower |
| 11 | Voice taken away |
-| 12 | Unable to remember their true love  |
+| 12 | Unable to remember their true love |
| 13 | Nose grows every time they tell a lie |
-| 14 | Positive social interactions are hindered  |
+| 14 | Positive social interactions are hindered |
| 15 | Number of points regained by a recovery roll is decreased by 1 |
| 16 | Grows weak (Effort on Might tasks cost +1 Might) |
| 17 | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
@@ -28048,7 +28048,7 @@
| 19 | Can no longer say, write, or spell their own name |
| 20 | No one else remembers or recognizes the character |
-Curse Removal Table 
+Curse Removal Table
Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
@@ -28118,13 +28118,13 @@
</tbody>
</table>
-Blessings 
+Blessings
When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
examples of positive GM intrusions that a blessed character might receive.
-Blessing Intrusions 
+Blessing Intrusions
| d6 | Blessing |
|-----|--------------------------------------------------------------------|
@@ -28135,7 +28135,7 @@
| 5 | Someone nearby just happens to have the thing the character needs. |
| 6 | A cypher or artifact works even better than expected. |
-Wishes 
+Wishes
Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
@@ -28302,7 +28302,7 @@
If a player has no XP to spend, they cant use a player intrusion.
-MINOR AND MAJOR SPECIAL EFFECT OPTIONS 
+MINOR AND MAJOR SPECIAL EFFECT OPTIONS
Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
@@ -28310,7 +28310,7 @@
can be overwhelming to a player trying to decide what their characters special effect might be. Here are a few special
effect options for players to use or be inspired by.
-Minor Effect Suggestions 
+Minor Effect Suggestions
• A weapon comes alive at the perfect moment and does a bit more damage to a foe.
@@ -28324,7 +28324,7 @@
• A magical attack hits the target and something they were holding, causing damage to both.
-Major Effect Suggestions 
+Major Effect Suggestions
• A weapon comes alive at the perfect moment and does a lot more damage to a foe.
@@ -28340,7 +28340,7 @@
• A shapeshifting or disguise spell or ability works so well that the foes familiar or companion runs off, afraid to
continue the fight.
-CREATING YOUR CHARACTER 
+CREATING YOUR CHARACTER
FORM VS. FUNCTION
@@ -28359,7 +28359,7 @@
As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
skilled in anything they like (with the GMs permission). In addition to the suggested skills in the rulebook, useful
-skills for fairy tale games might include: 
+skills for fairy tale games might include:
• Talking animals\*
@@ -28367,23 +28367,23 @@
• Trickery
-• Using magic 
+• Using magic
• Weather
• Baking
-• Cobbling 
+• Cobbling
• Curses
-• Dancing 
+• Dancing
• Death
• Magic
-• Playing an instrument 
+• Playing an instrument
• Puzzles
@@ -28391,7 +28391,7 @@
• Sailing
-• Sensing magic 
+• Sensing magic
• Singing
@@ -28406,7 +28406,7 @@
TYPE
Your characters type is the core of who they are and how they interact with their environment, their companions, and
-other living creatures they encounter. 
+other living creatures they encounter.
Suggested Types for a Fairy Tale Game
@@ -28416,11 +28416,11 @@
Huntsman, Skills and knowledge, stealth
-Knight 
+Knight
-Woodcutter 
+Woodcutter
-Guard 
+Guard
Archer, Stealth
@@ -28438,13 +28438,13 @@
EXPLORER
-Adventurer 
+Adventurer
-Dreamer Seeker 
+Dreamer Seeker
Sailor/seafarer, Combat
-Wanderer 
+Wanderer
Outlaw, Combat Stealth
@@ -28454,11 +28454,11 @@
SPEAKER
-Aristocrat 
+Aristocrat
-Princess/prince 
+Princess/prince
-Entertainer 
+Entertainer
Helper, Magic
@@ -28475,9 +28475,9 @@
be appropriate but would require consulting with your GM to determine how such a character might get involved in the
campaign.
-• Appealing 
+• Appealing
-• Beneficent 
+• Beneficent
• Brash
@@ -28493,7 +28493,7 @@
• Creative
-• Dishonorable 
+• Dishonorable
• Doomed
@@ -28505,13 +28505,13 @@
• Guarded
-• Honorable 
+• Honorable
-• Impulsive 
+• Impulsive
-• Inquisitive 
+• Inquisitive
-• Intelligent 
+• Intelligent
• Intuitive
@@ -28535,9 +28535,9 @@
• Strong
-• Strong-Willed 
+• Strong-Willed
-• Tongue-Tied 
+• Tongue-Tied
• Vicious
@@ -28547,15 +28547,15 @@
Heartwood Descriptors
-• Bewitched 
+• Bewitched
• Changeling
-• Fragmented 
+• Fragmented
• Frumious
-• Haunted 
+• Haunted
• Lost
@@ -28617,15 +28617,15 @@
• Exists Partially Out of Phase
-• Explores Dark Places 
+• Explores Dark Places
• Fights Dirty
-• Fights With Panache 
+• Fights With Panache
• Focuses Mind Over Matter
-• Grows to Towering Heights 
+• Grows to Towering Heights
• Helps Their Friends
@@ -28635,7 +28635,7 @@
• Infiltrates
-• Is Wanted by the Law 
+• Is Wanted by the Law
• Keeps a Magic Ally
@@ -28657,9 +28657,9 @@
• Metes Out Justice
-• Moves Like a Cat 
+• Moves Like a Cat
-• Moves Like the Wind 
+• Moves Like the Wind
• Murders
@@ -28695,7 +28695,7 @@
• Stands Like a Bastion
- • Throws With Deadly Accuracy
+ • Throws With Deadly Accuracy
• Travels Through Time
@@ -28711,7 +28711,7 @@
Heartwood Foci
-• Befriends the Black Dog 
+• Befriends the Black Dog
• Curses the World
@@ -28742,7 +28742,7 @@
Is Licensed to Carry
With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
-ranged weapon. 
+ranged weapon.
Sailed Beneath the Jolly Roger
@@ -28759,7 +28759,7 @@
assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
setting.
-EQUIPMENT 
+EQUIPMENT
Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
using magic.
@@ -28800,7 +28800,7 @@
this clothing is purely for decorative and roleplaying purposes and offers no additional benefits.
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
-accomplishing tasks. 
+accomplishing tasks.
Optional Rule: I Have That!
@@ -28872,11 +28872,11 @@
• Pot of fat
-• Pot of grease 
+• Pot of grease
• Ribbon
-• Rice (handful) 
+• Rice (handful)
• Straw
@@ -28888,7 +28888,7 @@
Moderate
-• Bird in a cage 
+• Bird in a cage
• Sewing shears
@@ -28912,7 +28912,7 @@
Very Expensive
-  Elegant cloak or coat
+ Elegant cloak or coat
Royal ensemble
@@ -28922,13 +28922,13 @@
Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-WEAPONS AND PROTECTIVE GEAR 
+WEAPONS AND PROTECTIVE GEAR
-Inexpensive 
+Inexpensive
Ammunition (12 arrows, 12 crossbow bolts, and so on)
-Moderately Priced 
+Moderately Priced
Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
@@ -28958,7 +28958,7 @@
BASIC EQUIPMENT
-Inexpensive 
+Inexpensive
Candle
@@ -28984,7 +28984,7 @@
Vial
-Moderately Priced 
+Moderately Priced
Backpack
@@ -29024,7 +29024,7 @@
Box, medium
-Very Expensive 
+Very Expensive
Charons obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
conveying the soul to its proper resting place.
@@ -29040,7 +29040,7 @@
TRAVEL
-Moderately Priced 
+Moderately Priced
Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
@@ -29056,11 +29056,11 @@
Lodging, solo room, decent
-Very Expensive 
+Very Expensive
Lodging, whole building or large room
-Exorbitant 
+Exorbitant
Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
on). In most cases, its also necessary to hire a guide, driver, or other person who can control and power the vehicle.
@@ -29082,7 +29082,7 @@
random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-CYPHER LIMITS 
+CYPHER LIMITS
All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
@@ -29095,7 +29095,7 @@
fey is attracted, what their realm is like, and how to play out the characters disappearance and possible retrieval.
-Fey Being Table 
+Fey Being Table
| d6 | Effect |
|-----|------------|
@@ -29117,7 +29117,7 @@
| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
| 6 | Steals the character away to their fey realm |
-CYPHERS
+CYPHERS
Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
@@ -29160,7 +29160,7 @@
| 19 | Spell or hand fan |
| 20 | Fallen star or playing card |
-Fairy Tale Cypher Table 
+Fairy Tale Cypher Table
| d100 | Cypher |
|------|---------------------------------------------------------|
@@ -29206,11 +29206,11 @@
| 40 | Forget-me-knot |
| 41 | Genies handkerchief |
| 42 | Gilded shell |
-| 43 | Gingerbread man  |
+| 43 | Gingerbread man |
| 44 | Godfathers picture book |
-| 45  | Golden Beetle |
+| 45 | Golden Beetle |
| 46 | Golden vanity |
-| 47 | Green spectacles  |
+| 47 | Green spectacles |
| 48 | Harts heart |
| 49 | Heart of a star |
| 50 | Hearts tart |
@@ -29227,7 +29227,7 @@
| 61 | Memorys match |
| 62 | Mermaid tear |
| 63 | Neverlost |
-| 64  | Nonsensical poem |
+| 64 | Nonsensical poem |
| 65 | Omniscient bean |
| 66 | Pictureless book |
| 67 | Poison for your daughter |
@@ -29242,7 +29242,7 @@
| 76 | Rapunzel leaf |
| 77 | Rose of red |
| 78 | Shadow soap |
-| 79 | Shard of the moon  |
+| 79 | Shard of the moon |
| 80 | Shining life |
| 81 | Silver slippers |
| 82 | Singing bone |
@@ -29259,7 +29259,7 @@
| 93 | Vase of tears |
| 94 | White snake |
| 95 | Wish granting pearl |
-| 96 | Witch bottle  |
+| 96 | Witch bottle |
| 97 | Witchs ladder |
| 98 | Wooden spoon |
| 99 | Yonder yarn |
@@ -29324,7 +29324,7 @@
Level: 1d6 + 3
-Form: Chalk, pen, pencil, lipstick, or marker 
+Form: Chalk, pen, pencil, lipstick, or marker
Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
anything that can discern the door can use it. Erasing the drawn line erases the door.
@@ -29388,7 +29388,7 @@
Level: 1d6 + 3
-Form: Beautifully woven birds nest 
+Form: Beautifully woven birds nest
Effect: When worn like a crown, the birds nest creates an illusion over the wearer, making them appear like royalty.
Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
@@ -29424,7 +29424,7 @@
Level: 1d6 + 3
-Form: Handful of ground bones 
+Form: Handful of ground bones
Effect: When eaten, the bones begin a process of lowering the eaters apparent age. Over the next three days, the user
begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
@@ -29444,7 +29444,7 @@
Level: 1d6 + 2
-Form: Medallion in the shape of the white symbol on a cat sidhes chest 
+Form: Medallion in the shape of the white symbol on a cat sidhes chest
Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
@@ -29486,7 +29486,7 @@
Level: 1d6 + 2
-Form: Shining jewel from a royal crown 
+Form: Shining jewel from a royal crown
Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
@@ -29515,7 +29515,7 @@
Level: 1d6 + 3
-Form: Vial, pot, or jar of black liquid 
+Form: Vial, pot, or jar of black liquid
Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
Might Pool.
@@ -29540,7 +29540,7 @@
Level: 1d6 + 4
-Form: Small, half-burnt black candle 
+Form: Small, half-burnt black candle
Effect: Once the candle is lit, it burns for a number of rounds equal to the cyphers level. During that time, the user
who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
@@ -29607,7 +29607,7 @@
Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
-charm, persuasion, and etiquette for one hour. After 
+charm, persuasion, and etiquette for one hour. After
that, the outfit may still be worn, but no longer offers any benefits.
@@ -29617,7 +29617,7 @@
Level: 1d6
-Form: Liquid inside a glass bottle with a paper label that says “DRINK ME” 
+Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
another way to change their size (such as with an eat me).
@@ -29626,7 +29626,7 @@
Level: 1d6
-Form: Pouch of very fine, rainbow-hued dust 
+Form: Pouch of very fine, rainbow-hued dust
Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
action. This does not use up any of their recovery rolls.
@@ -29644,7 +29644,7 @@
Level: 1d6
-Form: Magical thread sewn onto armor 
+Form: Magical thread sewn onto armor
Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
@@ -29677,7 +29677,7 @@
Level: 1d6 + 2
-Form: Small stone shaped like a heart 
+Form: Small stone shaped like a heart
ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
@@ -29687,7 +29687,7 @@
Level: 1d6 + 2
-Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers 
+Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
range.
@@ -29817,7 +29817,7 @@
Level: 1d6
-Form: Still-warm piece of a fallen star 
+Form: Still-warm piece of a fallen star
Effect: For the next ten minutes, when the user helps another character while holding the star, that characters task is
eased by an additional step. (If the user has an inability in the relevant skill, the other characters task is still
@@ -29827,7 +29827,7 @@
Level: 1d6 + 2
-Form: Red tart in the shape of a heart 
+Form: Red tart in the shape of a heart
Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
ten minutes.
@@ -29875,7 +29875,7 @@
Level: 1d6
-Form: Small wooden or metal cricket 
+Form: Small wooden or metal cricket
Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
modifiers.
@@ -29907,7 +29907,7 @@
Level: 1d6 + 1
-Form: Small medallion with the word “COURAGE” inscribed upon it. 
+Form: Small medallion with the word “COURAGE” inscribed upon it.
Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
@@ -29938,7 +29938,7 @@
Level: 1d6
-Form: Matchbox with one match inside 
+Form: Matchbox with one match inside
Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
@@ -29981,7 +29981,7 @@
Level: 1d6 + 2
-Form: Magical bean made into a cake 
+Form: Magical bean made into a cake
Effect: When eaten, the bean allows the
@@ -30010,7 +30010,7 @@
| 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
| 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-Poison for Your Daughter 
+Poison for Your Daughter
Level: 1d6 + 2
@@ -30081,7 +30081,7 @@
Level: 1d6 + 2
-Form: Apple that is half white and half red 
+Form: Apple that is half white and half red
Effect: Eating from the white half heals the user, restoring a number of points equal to the cyphers level to their
Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cyphers level. Each half of the
@@ -30127,7 +30127,7 @@
Level: 1d6 + 2
-Form: Small figure carved from wood or stone, with an open mouth 
+Form: Small figure carved from wood or stone, with an open mouth
Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
@@ -30137,7 +30137,7 @@
Level: 1d6 + 3
-Form: Bit of powder carried in a pepper box 
+Form: Bit of powder carried in a pepper box
Effect: When sprinkled on an inanimate
@@ -30154,7 +30154,7 @@
Level: 1d6 + 3
-Form: Dried pea that was previously slept on 
+Form: Dried pea that was previously slept on
Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
claims, and other such tricks (for all senses) for what they are.
@@ -30163,13 +30163,13 @@
Level: 1d6
-Form: Pocket watch with an empty face 
+Form: Pocket watch with an empty face
Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
-very much like riding a long, winding slide. 
+very much like riding a long, winding slide.
The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
jumping in feet-first.
@@ -30276,7 +30276,7 @@
Level: 1d6 + 4
-Form: Small jewel, talisman, or bead 
+Form: Small jewel, talisman, or bead
Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
@@ -30304,7 +30304,7 @@
Level: 1d6
-Form: Ring, necklace, hairpin, or bracelet 
+Form: Ring, necklace, hairpin, or bracelet
Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
commands as long as theyre within long range. They can hinder any or all opponents tasks, provide information, assist
@@ -30368,7 +30368,7 @@
Level: 1d6
-Form: Vase, vial, or jar filled with tears 
+Form: Vase, vial, or jar filled with tears
Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
the next time they are physically attacked.
@@ -30397,7 +30397,7 @@
Level: 1d6 + 1
-Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles 
+Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
Effect: Captures a witch (of a level up to the cyphers level). Upon entering the bottle, the witch takes damage equal
to the cyphers level and is trapped until someone whispers their name into the bottles mouth and releases them.
@@ -30594,7 +30594,7 @@
| 97-98 | Tweedledees umbrella |
| 99-00 | Vicious tankard |
-A SELECTION OF FAIRY TALE ARTIFACTS 
+A SELECTION OF FAIRY TALE ARTIFACTS
A Tisket a Tasket
@@ -30614,7 +30614,7 @@
Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
-6 or higher). 
+6 or higher).
Depletion: —
@@ -30670,7 +30670,7 @@
Level: 1d6 + 2
-Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl 
+Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
Effect: Playing someone in a game of checkers or draughts eases all of the users positive social interactions with
their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
@@ -30731,7 +30731,7 @@
Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
-cannot grant a wish above its level. The genie can grant only one wish per day. 
+cannot grant a wish above its level. The genie can grant only one wish per day.
Depletion: 1 in 1d6
@@ -30802,7 +30802,7 @@
Level: 1d6 + 3
-Form: Iron stove that walks and talks 
+Form: Iron stove that walks and talks
Effect: Once per day, the stove can bake a
@@ -30835,7 +30835,7 @@
Level: 1d6 + 4
-Form: Ornate mirror that grows or shrinks in size according to its users needs. 
+Form: Ornate mirror that grows or shrinks in size according to its users needs.
Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
determine the mirrors ability:
@@ -30912,7 +30912,7 @@
Level: 1d6
-Form: Glass bottle filled with glittering light 
+Form: Glass bottle filled with glittering light
Effect: Shake the glittering light on a living
@@ -30925,7 +30925,7 @@
Level: 1d6 + 3
-Form: Woolen cap soaked in human blood 
+Form: Woolen cap soaked in human blood
Effect: The wearer gains an extra recovery
@@ -30950,7 +30950,7 @@
Level: 1d6 + 1
-Form: Steel sword with an ornate hilt 
+Form: Steel sword with an ornate hilt
Effect: When activated by a special word,
@@ -31007,7 +31007,7 @@
Level: 1d6 + 4
-Form: Woven shirt of stinging nettles 
+Form: Woven shirt of stinging nettles
Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
addition to the 1 Armor that light armor typically provides. Additionally, the wearer cant be shapeshifted against
@@ -31032,7 +31032,7 @@
Level: 1d6 + 2
-Form: Fiddle made of bone and guts 
+Form: Fiddle made of bone and guts
Effect: This instrument acts like a normal
@@ -31043,13 +31043,13 @@
The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
Steadfast Tin Soldier
Level: 1d6 + 2
-Form: Small tin soldier with one leg 
+Form: Small tin soldier with one leg
Effect: Gives a user who is missing a
@@ -31077,7 +31077,7 @@
Level: 1d6 + 2
-Form: Small penknife inscribed with tiny words in hundreds of languages 
+Form: Small penknife inscribed with tiny words in hundreds of languages
Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
one of two effects, depending on the wielders desire (the wielder must decide before they activate the artifact each
@@ -31098,7 +31098,7 @@
Level: 1d6
-Form: Common-looking wooden table 
+Form: Common-looking wooden table
Effect: Putting the table out and saying
@@ -31118,7 +31118,7 @@
Level: 1d6 + 2
-Form: Small ornate tinderbox made of metal 
+Form: Small ornate tinderbox made of metal
Effect: Summons three dogs to do the users bidding. The dogs can complete any tasks dogs would normally be able to
accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
@@ -31141,7 +31141,7 @@
Level: 1d6 + 2
-Form: Hefty ale tankard carved of stone 
+Form: Hefty ale tankard carved of stone
Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
@@ -31154,7 +31154,7 @@
BEASTS AND BEINGS
-The following creatures and characters are provided to help populate your fairy tale game. 
+The following creatures and characters are provided to help populate your fairy tale game.
Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
standard template includes the level, description, motive, environment, and so on.
@@ -31217,7 +31217,7 @@
• Wizard, mighty
-Beasts and Beings by Archetype 
+Beasts and Beings by Archetype
Animals
@@ -31276,7 +31276,7 @@
| Fairy godmother |
| Gráinne, the Wayward Daughter |
| Headless horse |
-| Nightmare  |
+| Nightmare |
| Nymph |
| Pixie |
| Prince(ss) of summer (Cypher System Rulebook) |
@@ -31308,7 +31308,7 @@
| Robber/Thief |
| Scholar |
-Named Characters 
+Named Characters
| Happy |
|-----------------|
@@ -31317,7 +31317,7 @@
| Snow White |
| Toby the turtle |
-Royalty 
+Royalty
| Áine, Fairy Queen of Light and Love |
|---------------------------------------------------|
@@ -31510,7 +31510,7 @@
Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-can pass on to those around them. 
+can pass on to those around them.
Black dogs sometimes serve as familiars for witches and sorcerers.
@@ -31535,7 +31535,7 @@
of action. Dealing with helpful black dogs is often an interesting and unexpected
-experience, as they dont talk and dont explain who they choose to help or why. 
+experience, as they dont talk and dont explain who they choose to help or why.
Use: The characters are fighting an extremely tough foe when a black dog steps in to
@@ -31559,7 +31559,7 @@
When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-remaining, their death is final. 
+remaining, their death is final.
While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
their soul is possibly more important than the game effect. Consider removing something from the character that will
@@ -31632,7 +31632,7 @@
Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
-enemies. 
+enemies.
Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
leaping. Attacks made against affected targets are eased by one step.
@@ -31670,7 +31670,7 @@
Armor: 2
-Movement: Short when moving perpendicular; long when moving sideways 
+Movement: Short when moving perpendicular; long when moving sideways
Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
@@ -31692,7 +31692,7 @@
immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
-contained. 
+contained.
Motive: Hunger
@@ -31778,7 +31778,7 @@
he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
original form.
-Motive: Revenge, find his original body parts 
+Motive: Revenge, find his original body parts
Environment: Anywhere
@@ -31803,7 +31803,7 @@
Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-GM intrusion: A characters weapon gets caught in the Tin Woodmans metal body, pulling the weapon out of their hands. 
+GM intrusion: A characters weapon gets caught in the Tin Woodmans metal body, pulling the weapon out of their hands.
Death 10 (infinite)
@@ -31891,7 +31891,7 @@
and exiled into the night for crimes unimaginable in their cruelty. An erlkings victims are found in the cold sunlight,
pale and bloodless, with their vital organs nibbled out.
-Motive: Hungers for flesh and to reclaim stripped titles 
+Motive: Hungers for flesh and to reclaim stripped titles
Environment: Almost anywhere wooded at night Health: 27
@@ -32072,7 +32072,7 @@
It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
-prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious. 
+prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
@@ -32111,7 +32111,7 @@
Loot: Carries a black book
Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a
-spell from the black book costs 2 Intellect points and is an action. 
+spell from the black book costs 2 Intellect points and is an action.
Depletion: 1 in 1d6
@@ -32285,7 +32285,7 @@
Motive: To be just and true, to protect her realm
-Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months. 
+Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
Health: 99
@@ -32339,7 +32339,7 @@
Motive: To honor the darkness, to protect her realm
Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
-Sorrows, a belowground realm out of time and space. 
+Sorrows, a belowground realm out of time and space.
Health: 99
@@ -32398,7 +32398,7 @@
Environment: Anywhere, but typically in cities and towns, where there are people to admire
-and fear them 
+and fear them
Health: 18
@@ -32442,9 +32442,9 @@
Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-harm her, who threaten to overshadow her, or who have caught her eye in some way. 
+harm her, who threaten to overshadow her, or who have caught her eye in some way.
-Use: The characters enter an area that is under Grimhildes power and must face her wrath. 
+Use: The characters enter an area that is under Grimhildes power and must face her wrath.
Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
@@ -32524,7 +32524,7 @@
Motive: To be left alone
Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
-magically preserves as part of their bargain. 
+magically preserves as part of their bargain.
Health: 30
@@ -32591,7 +32591,7 @@
Modern settings might find them near public or private swimming pools, koi ponds,
-and reservoirs. 
+and reservoirs.
Health: 21
@@ -32625,7 +32625,7 @@
Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-Environment: Anywhere she wants to be 
+Environment: Anywhere she wants to be
Health: 40
@@ -32658,7 +32658,7 @@
Motive: See everything, know everything
-Environment: Everywhere there is weather, real or magic-made 
+Environment: Everywhere there is weather, real or magic-made
Health: 12
@@ -32694,7 +32694,7 @@
magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-forest, in civilization as healers, or having infiltrated royal families 
+forest, in civilization as healers, or having infiltrated royal families
Health: 21
@@ -32812,7 +32812,7 @@
Modifications: Gardening and potions as level 6
-Combat: She can use the following abilities: heal, imprison, protect, and shrivel. 
+Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
@@ -32901,7 +32901,7 @@
Woodcutter,” most player characters are going to ask that person their name. Its likely to break immersion if you throw
in a modern name, or if the NPC tries to explain that they dont have one, theyre just called “the Woodcutter.” And if
you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
-names ahead of time so that youre always ready to give players something to call a new walk-on character. 
+names ahead of time so that youre always ready to give players something to call a new walk-on character.
Aristocrat 4 (12)
@@ -32911,7 +32911,7 @@
things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
-cities and towns, occasionally off by themselves in large castles and manors 
+cities and towns, occasionally off by themselves in large castles and manors
Health: 12
@@ -32949,7 +32949,7 @@
the employ or care of someone who has found them, stolen them, or otherwise become
-their guardians, caretakers, or keepers. 
+their guardians, caretakers, or keepers.
Health: 3
@@ -32960,7 +32960,7 @@
Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
-weapons, such as their fists, a stick, or a toy. 
+weapons, such as their fists, a stick, or a toy.
Interaction: Children are often smarter, more creative, and more wily than theyre given credit for. They may have a lot
of knowledge about nearby people, places, and activities that can help the PCs, particularly if theres an exchange of
@@ -32986,7 +32986,7 @@
Motive: Defense
-Environment: In their workshops or peddling their trade while traveling 
+Environment: In their workshops or peddling their trade while traveling
Health: 8
@@ -33020,7 +33020,7 @@
Motive: Follow orders, support their loved ones, protect the innocent
-Environment: Woods, forests, and other wild lands 
+Environment: Woods, forests, and other wild lands
Health: 8
@@ -33100,7 +33100,7 @@
Motive: Find answers, seek knowledge
-Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information 
+Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
Health: 6
@@ -33157,7 +33157,7 @@
use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
twist to the game.
- GENERAL HORROR GM INTRUSIONS
+ GENERAL HORROR GM INTRUSIONS
The following GM intrusions work for most horror genres.
@@ -33210,7 +33210,7 @@
and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
require special actions (like Anecdote and Muscles of Iron).
-DEAD ALL ALONG
+DEAD ALL ALONG
A handful of people are forced to stick together under unusual circumstances—theyre survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -33227,7 +33227,7 @@
When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
module.
-FRAGILITY 
+FRAGILITY
Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
@@ -33242,7 +33242,7 @@
affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
Pools).
-GHOSTLY HELPERS 
+GHOSTLY HELPERS
In a horror story, its common for major characters to be killed or incapacitated, but in a horror RPG, that means the
player of a dead character doesnt have much to do. The Ghostly Helpers module gives players whose characters are out of
@@ -33283,7 +33283,7 @@
the GM doesnt know exactly how much each characters Pool changed, allow each PC to make a free recovery roll to
compensate for it.
-If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should   try to reset the PCs as
+If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
close as possible to their previous state, relying on the players recollection of which cyphers and XP belonged to each
character. As its unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
can allow each of them a free recovery roll to make up for it.
@@ -33436,7 +33436,7 @@
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way its a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -33480,7 +33480,7 @@
blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-POOR CHOICES
+POOR CHOICES
Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
@@ -33546,7 +33546,7 @@
• A character doesnt call the local authorities for help when they hear something dangerous.
-• A character ignores or rationalizes a weird noise. 
+• A character ignores or rationalizes a weird noise.
• A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
@@ -33568,9 +33568,9 @@
• A character tries to make peaceful contact with an obviously hostile entity. (“Its as frightened of us as we are of
it!”)
-• A character unlocks a door or disables a security system to let a scared stranger into a safe area. 
+• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-• A character doesnt bother to turn on the lights. 
+• A character doesnt bother to turn on the lights.
• A character uses an action taunting their foe.
@@ -33586,13 +33586,13 @@
• A character momentarily forgets how to do a simple action, like open or close a door.
-• A character forgets to put their phone on silent mode. 
+• A character forgets to put their phone on silent mode.
• A character imitates or makes fun of a creepy doll or statue.
• A character tries to help a child who has no reason for being there.
-POSSESSION 
+POSSESSION
Some demons have the ability to possess a living creature, taking over a characters body as if it were the demons own.
The demon must touch the character to attempt possession (even if the demons touch normally inflicts damage, the
@@ -33670,7 +33670,7 @@
the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
appropriate action, perhaps with input from the player).
-SHOCK LEVELS 
+SHOCK LEVELS
| Event | Level |
|---------------------------------------------------------------------------------------------------------|----------------|
@@ -33738,35 +33738,35 @@
| 2 | Skeleton\* | Comedy horror, dark magic, demons, zombies |
| 3 | Cannibal | Comedy horror, cryptids, dark magic, degenerates, zombies |
| 3 | Nightgaunt | Aliens, cryptids, Lovecraftian |
-| 3 | Vampire, transitional\*  | Degenerates, science gone wrong, vampires |
-| 3 | Vat reject\*  | Doppelgangers, science gone wrong, simulacra |
-| 3 | Zombie\*  | Degenerates, Lovecraftian, science gone wrong, zombies |
+| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
+| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
+| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
| 4 | Deep one\* | Lovecraftian |
| 4 | Devil\* | Dark magic, demons |
-| 4 | Ghost\*  | Ghosts, dark magic, J-horror/K-horror |
-| 4 | Ghoul\*  | Cryptids, degenerates, Lovecraftian, zombies |
-| 4 | Grey\*  | Aliens, doppelgangers, science gone wrong |
-| 4 | Mad scientist  | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
-| 4 | Werewolf \*  | Degenerates, science gone wrong, slashers, survival horror, werewolves |
-| 5 | Cryptic moth  | Cryptids |
+| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
+| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
+| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
+| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
+| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
+| 5 | Cryptic moth | Cryptids |
| 5 | Demon\* | Dark magic, demons, J-horror/K-horror |
-| 5 | Fallen angel\*  | Dark magic, demons |
+| 5 | Fallen angel\* | Dark magic, demons |
| 5 | Ichthysian | Comedy horror, cryptids, science gone wrong |
| 5 | Killer clown\* | Clowns, comedy horror, killer toys, slashers |
| 5 | Killing white light\* | Aliens, Lovecraftian, science gone wrong |
-| 5 | Mi-go\*  | Aliens, body horror, cryptids, Lovecraftian |
-| 5 | Replicant\*  | Doppelgangers, simulacra |
-| 5 | Wendigo\*  | Cryptids, degenerates |
-| 5 | Witch\*  | Dark magic, degenerates, demons |
+| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
+| 5 | Replicant\* | Doppelgangers, simulacra |
+| 5 | Wendigo\* | Cryptids, degenerates |
+| 5 | Witch\* | Dark magic, degenerates, demons |
| 6 | Mummy | Aliens, dark magic, mummies |
-| 6 | Reanimated  | Cryptids, science gone wrong, simulacra |
-| 6 | Yithian  | Aliens, doppelgangers, Lovecraftian |
-| 6 | Vampire\*  | Degenerates, science gone wrong, vampires |
-| 6 | Xenoparasite\*  | Aliens, body horror, science gone wrong |
-| 7 | Fundamental angel  | Demons, science gone wrong |
-| 7 | Shoggoth  | Aliens, body horror, Lovecraftian |
-| 8 | Blob  | Aliens, body horror, Lovecraftian, science gone wrong |
-| 8 | Elder thing  | Aliens, cryptids, Lovecraftian, science gone wrong |
+| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
+| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
+| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
+| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
+| 7 | Fundamental angel | Demons, science gone wrong |
+| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
+| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
+| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
\* Creature found in the Cypher System Rulebook
@@ -33836,7 +33836,7 @@
Movement: Short; long when flying
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible 
+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
Combat: Cryptic moths usually enter combat only when they wish, because until they attack
@@ -33845,7 +33845,7 @@
Cryptic moths regain 1 point of health per round while their health is above 0, unless
-theyve been damaged with a silvered or cold iron weapon, or by electrical attacks. 
+theyve been damaged with a silvered or cold iron weapon, or by electrical attacks.
Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
@@ -33861,7 +33861,7 @@
humans as a source of food or bodies to lay their eggs in.
-Use: A character is followed by a cryptic moth intent on capturing and enslaving them. 
+Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
@@ -33899,7 +33899,7 @@
to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
-until the victim succeeds on a Might defense roll to escape. 
+until the victim succeeds on a Might defense roll to escape.
An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
the elder thing reads their thoughts while the target remains within long
@@ -33923,7 +33923,7 @@
GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
-takes damage, they shake off the temporary madness. 
+takes damage, they shake off the temporary madness.
Fundamental Angel 7 (21)
@@ -34042,7 +34042,7 @@
Loot: Hivemind children may have no useful items or one weird science device theyve built with their inhuman knowledge.
-GM intrusions: 
+GM intrusions:
A group of hivemind children briefly manifest a teleportation or telekinesis ability
@@ -34060,7 +34060,7 @@
Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-Motive: Hunger for flesh, curiosity, solitude 
+Motive: Hunger for flesh, curiosity, solitude
Environment: Anywhere near bodies of fresh water Health: 18
@@ -34103,7 +34103,7 @@
Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
-former high stations. 
+former high stations.
Motive: Vengeance, love, power
@@ -34115,15 +34115,15 @@
Movement: Short
-Modifications: Climb, stealth, ancient history, and ancient religion as level 8 
+Modifications: Climb, stealth, ancient history, and ancient religion as level 8
Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
-abilities: 
+abilities:
Curse: Anyone who disturbs a mummys tomb must make an Intellect defense roll or become cursed, which hinders their
-actions by two steps (forever, or until cured). 
+actions by two steps (forever, or until cured).
Disease: The mummys attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
hours or take 5 points of ambient damage.
@@ -34134,7 +34134,7 @@
Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
-are preserved), lasting for one day. 
+are preserved), lasting for one day.
Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
@@ -34244,7 +34244,7 @@
GM Intrusion:
-The characters attack bounces harmlessly off the stitched, hardened flesh of the reanimated. 
+The characters attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
Shoggoth 7 (21)
@@ -34257,7 +34257,7 @@
Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
Environment: Anywhere
@@ -34265,11 +34265,11 @@
Damage Inflicted: 10 points
-Armor: 10 against fire, cold, and electricity 
+Armor: 10 against fire, cold, and electricity
Movement: Long
-Modifications: Speed defense as level 6 due to size 
+Modifications: Speed defense as level 6 due to size
Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
within immediate range. Those struck by a shoggoths attack are grabbed and engulfed by the things gelatinous body and
@@ -34281,7 +34281,7 @@
Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-Interaction: A shoggoth cant be reasoned with. 
+Interaction: A shoggoth cant be reasoned with.
Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
@@ -34345,13 +34345,13 @@
Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-GM intrusion: 
+GM intrusion:
The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
characters.
-NPCs 
+NPCs
Cannibal 3 (9)
@@ -34360,11 +34360,11 @@
hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. Thats when a
cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-Motive: Hungers for human flesh 
+Motive: Hungers for human flesh
Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
Movement: Short
@@ -34386,7 +34386,7 @@
Mad Scientist 4 (12)
A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
-can be created without asking if it should be. 
+can be created without asking if it should be.
Motive: Understanding and exploiting reality
@@ -34496,29 +34496,29 @@
| 1-2 | Anathema siren (aliens) |
|-------|------------------------------|
-| 3-4 | Decaptitative longevity  |
+| 3-4 | Decaptitative longevity |
| 5-6 | Horrific arm |
| 7-8 | Horrific eye |
-| 9-10 | Horrified integrated weapon  |
+| 9-10 | Horrified integrated weapon |
| 11-12 | Humanity tester |
| 13-14 | Invisibility revealers |
| 15-16 | Mind swapper |
| 17-18 | Primitive doppelganger |
-| 19-20 | Visage scrutinizer  |
+| 19-20 | Visage scrutinizer |
BODY HORROR CYPHERS
| 1-2 | Ascendant flesh vivisector |
|-------|----------------------------|
-| 3-4 | Decaptitative longevity  |
-| 5-6 | Horrific arm  |
+| 3-4 | Decaptitative longevity |
+| 5-6 | Horrific arm |
| 7-8 | Horrific eye |
| 9-10 | Horrific face |
| 11-12 | Horrific integrated weapon |
| 13-14 | Horrific orifice |
| 15-16 | Insanity suppressor |
| 17-18 | Primitive doppelganger |
-| 19-20 | Reanimator  |
+| 19-20 | Reanimator |
CLASSIC MONSTER CYPHERS
@@ -34529,12 +34529,12 @@
| 5-6 | Anathema siren (vampires) |
| 7-8 | Anathema siren (werewolves) |
| 9 | Ascendant brain vivisector |
-| 10 | Ascendant flesh vivisector  |
+| 10 | Ascendant flesh vivisector |
| 11 | Corrupted canopic jar |
-| 12 | Decaptitative longevity  |
-| 13  | Ghost detector |
+| 12 | Decaptitative longevity |
+| 13 | Ghost detector |
| 14-16 | Invisibility serum |
-| 17 | Reanimator  |
+| 17 | Reanimator |
| 18-19 | Silgarho infusion |
| 20 | Unphantomed limb |
@@ -34542,15 +34542,15 @@
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
-| 5-7 | Decapitative longevity  |
+| 5-7 | Decapitative longevity |
| 8-11 | Homunculus flask |
| 12-14 | Mind swapper |
| 15-17 | Reanimator |
| 18-20 | Revenant serum |
- 
-DEMON CYPHERS 
+
+DEMON CYPHERS
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
@@ -34560,13 +34560,13 @@
| 14-16 | Reanimator |
| 17-20 | Visage scrutinizer |
-GHOST CYPHERS 
+GHOST CYPHERS
| 1-8 | Anathema siren (ghost) |
|------|------------------------|
| 9-20 | Ghost detector |
-LOVECRAFTIAN CYPHERS 
+LOVECRAFTIAN CYPHERS
| 1-2 | Anathema siren (aliens) |
|-------|---------------------------------------------|
@@ -34581,15 +34581,15 @@
| 18-19 | Invisibility revealer |
| 20 | Mind swapper |
-MUMMY CYPHERS 
+MUMMY CYPHERS
| 1-6 | Anathema siren (mummies) |
|-------|--------------------------|
| 7-12 | Corrupted canopic jar |
-| 13-16 | Reanimator  |
+| 13-16 | Reanimator |
| 17-20 | Revenant serum |
-SCIENCE GONE WRONG CYPHERS 
+SCIENCE GONE WRONG CYPHERS
| 1 | Anathema siren (simulacra) |
|-----|----------------------------|
@@ -34613,7 +34613,7 @@
| 19 | Revenant serum |
| 20 | Unphantomed limb |
-UNDEAD CYPHERS 
+UNDEAD CYPHERS
| 1-3 | Anathema siren (ghosts) |
|-------|---------------------------|
@@ -34627,7 +34627,7 @@
| 16-18 | Silgarho infusion |
| 19-20 | Wolfsbane potion |
-VAMPIRE CYPHERS 
+VAMPIRE CYPHERS
| 1-6 | Anathema siren (vampire) |
|-------|--------------------------|
@@ -34642,7 +34642,7 @@
| 11-15 | Reanimator |
| 16-20 | Wolfsbane potion |
- 
+
ZOMBIE CYPHERS
@@ -34684,7 +34684,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beasts brain so
it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
@@ -34703,7 +34703,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
the beasts shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
@@ -34720,7 +34720,7 @@
Level: 1d6 + 1
-Form: Jar made of clay or carved stone 
+Form: Jar made of clay or carved stone
Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
@@ -34748,7 +34748,7 @@
Level: 1d6 + 1
-Form: Amulet, crystal, or device 
+Form: Amulet, crystal, or device
Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
@@ -34769,7 +34769,7 @@
trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
one hour per cypher level, after which they automatically break free (and are probably very angry).
-Ghosts in a trap can be permanently stored in a ghost vault. 
+Ghosts in a trap can be permanently stored in a ghost vault.
HOMUNCULUS FLASK
@@ -34830,7 +34830,7 @@
Level: 1d6 + 3
-Form: Weapon you can hold in one hand 
+Form: Weapon you can hold in one hand
Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the users hand, physically
connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
@@ -34849,7 +34849,7 @@
Level: 1d6 + 3
-Form: Device, injection, or pill  
+Form: Device, injection, or pill
Effect: The users body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesnt count toward the users
@@ -34864,7 +34864,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
doppelganger, simulacrum, or vampire) if the cyphers level is greater than the creatures disguise level. If the
@@ -34902,7 +34902,7 @@
Level: 1d6 + 2
-Form: Device, flask, or injection 
+Form: Device, flask, or injection
Effect: The users body becomes as transparent as air, making them effectively invisible for one minute per cypher
level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
@@ -34994,11 +34994,11 @@
Because a human body cant dispose of colloidal silver, excessive intake of it causes a condition called argyria that
turns skin purple or purple-grey
-UNPHANTOMED LIMB 
+UNPHANTOMED LIMB
Level: 1d6
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: Gives a user who is missing a
@@ -35014,7 +35014,7 @@
Level: 1d6 + 2
-Form: Device, crystal, injection, or pill 
+Form: Device, crystal, injection, or pill
Effect: Grants the user a heightened
@@ -35175,7 +35175,7 @@
require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an
Intellect-based task, while helping to retrieve a loved ones cat from a tree might require a Speed-based task.
-Second, the player must make an Intellect-based
+Second, the player must make an Intellect-based
roll with the desired level of relationship as the difficulty (modified as the GM sees fit).
A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time
@@ -35653,7 +35653,7 @@
The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
tale? While theres a great deal of discussion around that question, most have a number of things in common: a series
-of
+of
far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
objects that have magical elements.
@@ -35780,7 +35780,7 @@
Merchant: level 2, haggling as level 3
-Noble: level 2, pleasant social interaction as
+Noble: level 2, pleasant social interaction as
level 4
Rat: level 1
@@ -35972,13 +35972,13 @@
| 2 | Wraith |
| 3 | Bard |
| 3 | Berserker |
-| 3  | Crime boss\* |
+| 3 | Crime boss\* |
| 3 | Deinonychus\* |
| 3 | Faerie |
| 3 | Giant rat\* |
| 3 | Giant spider\* |
| 3 | Halfling |
-| 3  | Harpy |
+| 3 | Harpy |
| 3 | Merfolk |
| 3 | Sapient tree |
| 3 | Thug\* |
@@ -35997,7 +35997,7 @@
| 4 | Ghoul\* |
| 4 | Giant snake\* |
| 4 | Hollow knight |
-| 4  | Minotour |
+| 4 | Minotour |
| 4 | Ogre\* |
| 4 | Paladin |
| 4 | Shadow elf\* |
@@ -36026,7 +36026,7 @@
| 4 | Ghoul\* |
| 4 | Giant snake\* |
| 4 | Hollow knight |
-| 4  | Minotour |
+| 4 | Minotour |
| 4 | Ogre\* |
| 4 | Paladin |
| 4 | Shadow elf\* |
@@ -36048,9 +36048,9 @@
| 5 | Witch\* |
| 6 | Assassin\* |
| 6 | Blackguard |
-| 6 | Chimera\*I  |
+| 6 | Chimera\*I |
| 6 | Elemental, thorn |
-| 6  | Golem\* |
+| 6 | Golem\* |
| 6 | Hag |
| 6 | Jotunn, fire |
| 6 | Jotunn, frost |
@@ -36063,7 +36063,7 @@
| 7 | Cyclops |
| 7 | Djinni\* |
| 7 | Dragon\* |
-| 7  | Evil priest |
+| 7 | Evil priest |
| 7 | Giant\* |
| 7 | Hydra |
| 7 | Noble knight |
@@ -36240,47 +36240,47 @@
A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
-hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long. 
+hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-Motive: Hunger 
+Motive: Hunger
-Environment: Forests and plains 
+Environment: Forests and plains
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Perception and stealth as level 6 
+Modifications: Perception and stealth as level 6
Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
-step down the damage track if they fail a Might defense roll. 
+step down the damage track if they fail a Might defense roll.
The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
-damage track if they fail a Might defense roll. 
+damage track if they fail a Might defense roll.
The basilisks venom affects its breath, and on its turn, anything within immediate range of it must make a Might
defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisks lair is
-surrounded by a stinking area of dead vegetation, blasted earth, and etched stone. 
+surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
-the venom.) 
+the venom.)
Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
-to stone. 
+to stone.
Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
-basilisk avoids conflict and hides in its lair. 
+basilisk avoids conflict and hides in its lair.
Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
-enter a village, fleeing an approaching basilisk. 
+enter a village, fleeing an approaching basilisk.
Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
poison. Its blood has alchemical properties relating to transmuting metals.
@@ -36291,55 +36291,55 @@
Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
-never known anything but hatred and conflict. 
+never known anything but hatred and conflict.
-Motive: Power, domination of others, slaughter 
+Motive: Power, domination of others, slaughter
-Environment: Almost anywhere, either alone or as part of a cult or evil organization 
+Environment: Almost anywhere, either alone or as part of a cult or evil organization
-Health: 30 
+Health: 30
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 or 3 
+Armor: 2 or 3
-Movement: Short; long when mounted 
+Movement: Short; long when mounted
-Modifications: Perception and Intellect defense as level 7 
+Modifications: Perception and Intellect defense as level 7
Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
-act more like assassins than knights. A blackguard typically has two or three of the following abilities: 
+act more like assassins than knights. A blackguard typically has two or three of the following abilities:
Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
that can understand the blackguards commands, and may even be able to speak. If the beast is a horse or similar
-creature, the blackguard might ride it as a mount. 
+creature, the blackguard might ride it as a mount.
Fiendish beast: level 4, stealth as level 5, Might and Intellect defense as level 5
Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
-zombie becomes a corpse again after a day. 
+zombie becomes a corpse again after a day.
Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
-down the damage track. 
+down the damage track.
Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
-magical attacks for an hour. 
+magical attacks for an hour.
Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
-combat, they get an asset on the attack and inflict +4 points of damage. Unholy 
+combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-Aura: Defense rolls by foes within immediate distance of the blackguard are hindered. 
+Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-Unholy Blessing: The blackguards defense rolls are eased. 
+Unholy Blessing: The blackguards defense rolls are eased.
-Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself. 
+Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
-to kill the people interfering with her plans. 
+to kill the people interfering with her plans.
Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
an artifact weapon or armor.
@@ -36485,58 +36485,58 @@
Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
-or make pacts with such creatures for knowledge and magical ingredients. 
+or make pacts with such creatures for knowledge and magical ingredients.
-Motive: Magical knowledge at all costs 
+Motive: Magical knowledge at all costs
-Environment: Almost anywhere, usually with fleshbeast minions 
+Environment: Almost anywhere, usually with fleshbeast minions
Fleshbeast: level 4, attacks as level 5; health 15; Armor 1
-Health: 35 
+Health: 35
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8 
+Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
-melee attacks per action. 
+melee attacks per action.
A corrupt mage knows many spells, such as the following:
- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour. 
+ • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
• Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
in which they cant recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
-force at what it perceives as its tormentors. 
+force at what it perceives as its tormentors.
• Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one step
-down the damage track if it fails a Might defense roll. 
+down the damage track if it fails a Might defense roll.
• Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
-for one hour. 
+for one hour.
-• Summon Demon: Summons a demon to serve the mage for one hour. 
+• Summon Demon: Summons a demon to serve the mage for one hour.
-• Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them. 
+• Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
• Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one hour.
The transformed creatures actions are hindered, but its physical attacks inflict +3 points of damage. The mages
-control over the creature is limited to indicating which target it should attack. 
+control over the creature is limited to indicating which target it should attack.
-A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well. 
+A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
Interaction: Corrupt mages generally cant be trusted and see other creatures as things to experiment on and vivisect.
They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
-research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage. 
+research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
-in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task. 
+in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
@@ -36553,37 +36553,37 @@
edges of civilized areas or on remote islands. For all their power and stature, they arent especially brave, and most
have a dim idea that puny humans have an advantage when they have numbers on their side.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Almost anywhere 
+Environment: Almost anywhere
Health: 32
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
-size; Intellect defense as level 4 
+size; Intellect defense as level 4
Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
-a cyclops can make a melee attack against creatures within short range. 
+a cyclops can make a melee attack against creatures within short range.
Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
-points of damage to all targets in an immediate area. 
+points of damage to all targets in an immediate area.
Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
-points of damage. Escaping from under a dead cyclops requires a successful Might roll. 
+points of damage. Escaping from under a dead cyclops requires a successful Might roll.
Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
-cyclops thinks about its belly first and foremost and doesnt pay much attention to what it stuffs in its mouth. 
+cyclops thinks about its belly first and foremost and doesnt pay much attention to what it stuffs in its mouth.
Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
-who investigate learn that the cyclops has been robbed and is trying to find the stolen item. 
+who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
typical sack contains 1d100 coins of the realm and a couple of cyphers.
@@ -36745,7 +36745,7 @@
whereupon the demons immaterial form disappears into the target.
The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-possessing demon can control the actions of the host, but the
+possessing demon can control the actions of the host, but the
character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the
character does nothing for one round. In other rounds, the character can act as they choose. A possessing demons
actions are limited to attempts to control its host and leaving the host.
@@ -36775,48 +36775,48 @@
mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
-mortals to produce cambion offspring. 
+mortals to produce cambion offspring.
-Motive: Power, conquest, souls 
+Motive: Power, conquest, souls
-Environment: Any hell dimension, sometimes called by mortal magic 
+Environment: Any hell dimension, sometimes called by mortal magic
Health: 100
-Damage Inflicted: 12 points 
+Damage Inflicted: 12 points
-Armor: 5 
+Armor: 5
-Movement: Short; long when flying 
+Movement: Short; long when flying
Modifications: History and magical knowledge as level 10
Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
-on all targets within immediate range as an action. 
+on all targets within immediate range as an action.
They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
lower—usually destructive, painful, and transformative effects.
- A demon lord automatically regains 3 points of health per round. They typically have the following abilities: 
+ A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
-level 7 creature. 
+level 7 creature.
-• Possession: The demon lord can possess a creature and still use its own abilities. 
+• Possession: The demon lord can possess a creature and still use its own abilities.
-• Summon Demon: Summon a demon or devil to serve it for one day. 
+• Summon Demon: Summon a demon or devil to serve it for one day.
• Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
-the wish is often twisted or has hidden consequences. 
+the wish is often twisted or has hidden consequences.
Interaction: Demon lords are willing to bargain with mortals if it leads to the mortals corruption or advances the
-demons agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items. 
+demons agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
-a favor to be named later. 
+a favor to be named later.
Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
armor, as well as 1d6 cyphers.
@@ -36853,7 +36853,7 @@
Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within
an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points
-of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
+of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
themselves free.
Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and
@@ -36958,7 +36958,7 @@
grace.
Use: A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the
-dragon wins, the PCs owe it a favor to be specified later<span dir="rtl"> . . . </span>unless the dragon is hungry now.
+dragon wins, the PCs owe it a favor to be specified later<span dir="rtl"> . . . </span>unless the dragon is hungry now.
Loot: A dragons hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and possibly a few
artifacts (but a hoard is usually well guarded).
@@ -37046,36 +37046,36 @@
ELEMENTAL, AIR 4 (12)
Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
-and often resemble an area of mist or a cloudlike humanoid shape. 
+and often resemble an area of mist or a cloudlike humanoid shape.
-Motive: Mischief and destruction 
+Motive: Mischief and destruction
-Environment: Anywhere the wind blows 
+Environment: Anywhere the wind blows
-Health: 24 
+Health: 24
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Long when flying 
+Movement: Long when flying
-Modifications: Stealth as level 6
+Modifications: Stealth as level 6
Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
-start of its next turn. 
+start of its next turn.
An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
cant be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
-to return to its normal form. 
+to return to its normal form.
Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
-cause trouble elsewhere. 
+cause trouble elsewhere.
Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isnt
important or relevant. They can be summoned with magic but dont like being controlled, and there is a 10 percent chance
-that they free themselves and strike out on their own. 
+that they free themselves and strike out on their own.
Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
@@ -37088,35 +37088,35 @@
The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
-threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions. 
+threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-Motive: Defense of forests 
+Motive: Defense of forests
-Environment: Anywhere trees grow 
+Environment: Anywhere trees grow
-Health: 36 
+Health: 36
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 2 
+Armor: 2
-Movement: Immediate 
+Movement: Immediate
Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorns prick. Worse, the
-poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll. 
+poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
-trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion. 
+trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
-summoner. 
+summoner.
Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
-might break off hostilities and instead ask the characters to help. 
+might break off hostilities and instead ask the characters to help.
Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
former possessions. One or two might have a cypher and other tools and treasure.
@@ -37132,21 +37132,21 @@
Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
-They can spontaneously appear in locations with pristine salt or fresh water. 
+They can spontaneously appear in locations with pristine salt or fresh water.
-Motive: Flood, drown, and wash away 
+Motive: Flood, drown, and wash away
-Environment: Anywhere there is flowing water 
+Environment: Anywhere there is flowing water
-Health: 24 
+Health: 24
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; long if swimming 
+Movement: Short; long if swimming
-Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water 
+Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range. 
+Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
@@ -37154,13 +37154,13 @@
every round or move one step down the damage track from drowning as the elemental forces itself into the creatures
lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
-its previous position to fight other opponents. 
+its previous position to fight other opponents.
Any attack that inflicts 6 or more points of cold damage hinders a water elementals actions on its next turn.
Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
-they break free of the spell and lash out against their summoner. 
+they break free of the spell and lash out against their summoner.
Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
@@ -37196,14 +37196,14 @@
Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8
-Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
+Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the
enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time
within a minute, the enthrallers mental control lasts for one minute.
Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short
range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable
-to
+to
take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by
two steps.
@@ -37230,55 +37230,55 @@
Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
-order to tear them down from the inside. 
+order to tear them down from the inside.
-Motive: Domination of others, divine rule 
+Motive: Domination of others, divine rule
-Environment: Almost anywhere that people live 
+Environment: Almost anywhere that people live
-Health: 28 
+Health: 28
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Deception, persuasion, and religious lore as level 8 
+Modifications: Deception, persuasion, and religious lore as level 8
Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
-often rely on zealous minions to protect them from melee opponents. 
+often rely on zealous minions to protect them from melee opponents.
Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
-a ward against energy damage. They also have the following magical abilities: 
+a ward against energy damage. They also have the following magical abilities:
-• Curse: The priest curses a foe within short range, hindering all of the foes actions by two steps. 
+• Curse: The priest curses a foe within short range, hindering all of the foes actions by two steps.
-• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse. 
+• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
• Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
-under their control. The undead revert to corpses after a day. 
+under their control. The undead revert to corpses after a day.
• Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
-higher, using its soul to grant one ally an asset on all actions and defenses for one day. 
+higher, using its soul to grant one ally an asset on all actions and defenses for one day.
• Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
-or swarm of bugs). The summoned creature serves the priest for an hour before vanishing. 
+or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
Swarm of bugs: level 3
• An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
-religion. Most also wear armor or have an ongoing defensive spell that grants them Armor. 
+religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
-on. 
+on.
Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
-up dead. 
+up dead.
Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
cyphers, and an artifact.
@@ -37293,41 +37293,41 @@
Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
-guide or a pretty light in the distance, lure lost travelers to various dooms. 
+guide or a pretty light in the distance, lure lost travelers to various dooms.
-Motive: Unpredictable 
+Motive: Unpredictable
-Environment: Alone or in a flutter of three to twelve 
+Environment: Alone or in a flutter of three to twelve
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Immediate; long when flying 
+Movement: Immediate; long when flying
Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
-quickness 
+quickness
Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
-such as bows, spears, or swords. 
+such as bows, spears, or swords.
If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
-who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie. 
+who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
-sphere. 
+sphere.
-Faeries regenerate 1 point of health per round while their health is above 0. 
+Faeries regenerate 1 point of health per round while their health is above 0.
Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
-minute. 
+minute.
Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
-end up leaving the PCs in the lurch at just the wrong moment. 
+end up leaving the PCs in the lurch at just the wrong moment.
Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
destination could be a wicked witch or other unpleasant location.
@@ -37336,7 +37336,7 @@
larger on the inside and might hold a handful of shiny coins or a cypher.
GM intrusion: Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or
-another
+another
important possession.
FALLEN ANGEL 5 (15)
@@ -37369,7 +37369,7 @@
On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health
per round.
-By day, a fallen angel cannot project
+By day, a fallen angel cannot project
long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon.
Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can
@@ -37383,7 +37383,7 @@
Loot: Fallen angels collect cyphers and usually have a few.
GM intrusion: A fallen angels successful attack causes the characters cypher to detonate (if a grenade) or otherwise
-activate in a
+activate in a
less-than-ideal fashion.
FUSION HOUND 3 (9)
@@ -37462,10 +37462,10 @@
are marked by expressions of horror and hair that has turned white.
A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate
-objects if it focuses on them. Ghosts can also go into a state of apparent
+objects if it focuses on them. Ghosts can also go into a state of apparent
non-existence for hours or days at a time.
-Interaction: Some ghosts are talkative, some dont know theyre dead, some want help for a task
+Interaction: Some ghosts are talkative, some dont know theyre dead, some want help for a task
they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into
the same colorless existence they endure.
@@ -37760,37 +37760,37 @@
upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
One who dares look at a gorgons face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
Instead of hair, serpents crown a gorgons head, snapping and hissing at anyone who draws near. Yet the most terrible
-aspect of a gorgon is its gaze, which can turn any creature to stone. 
+aspect of a gorgon is its gaze, which can turn any creature to stone.
-Motive: Isolation, defense 
+Motive: Isolation, defense
-Environment: Alone, sequestered in the isolated ruins of old cities and castles 
+Environment: Alone, sequestered in the isolated ruins of old cities and castles
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: Short 
+Movement: Short
Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
-Armor). 
+Armor).
Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
the character is killed by this damage, they are turned to stone.
- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat. 
+ Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
-with one would be something of a feat. 
+with one would be something of a feat.
Use: A gorgons head retains its power to petrify for several days after being cut from the creature. The PCs might
-brave the gorgon so they can use its head to defeat an even more powerful foe. 
+brave the gorgon so they can use its head to defeat an even more powerful foe.
Loot: A gorgon typically has a few cyphers and may have an artifact as well.
@@ -37843,8 +37843,8 @@
return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive
procedures. To protect others from a similar fate, the PCs must catch the abductors in the act.
-Loot: A grey has one or two cyphers and might have a memory
-eraser that works as described under Combat (depletion roll
+Loot: A grey has one or two cyphers and might have a memory
+eraser that works as described under Combat (depletion roll
of 12 on a 1d10).
GM intrusion: A greys ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its
@@ -37855,61 +37855,61 @@
Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
-love corrupting pure and innocent things, and feast on the dreams and flesh of their victims. 
+love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-Motive: Power, treachery 
+Motive: Power, treachery
-Environment: Forests, swamps, mountains, and unpleasant natural locations 
+Environment: Forests, swamps, mountains, and unpleasant natural locations
-Health: 25 
+Health: 25
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7 
+Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
-can breathe water, and usually have three or more of the following abilities: 
+can breathe water, and usually have three or more of the following abilities:
• Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
-attack). 
+attack).
-• Change shape: Transform into a humanoid or common animal, or return to their own form. 
+• Change shape: Transform into a humanoid or common animal, or return to their own form.
-• Curse: Curse a creature within long range, hindering all physical actions by two steps. 
+• Curse: Curse a creature within long range, hindering all physical actions by two steps.
• Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
-they fail an Intellect defense roll. 
+they fail an Intellect defense roll.
• Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
-not an action. 
+not an action.
• Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
-tasks. 
+tasks.
• Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
-within short range (3 points if within long range). 
+within short range (3 points if within long range).
-• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km). 
+• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-• Scrying eye: View any familiar location within 1 mile as if they were observing it directly. 
+• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature. 
+• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
Three or more allied hags form a coven, which allows them to use each others magical abilities, and usually grants the
-coven (when working together) one or two additional abilities. 
+coven (when working together) one or two additional abilities.
Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
-proper respect and bribed or paid, a hag can be a valuable source of lore. 
+proper respect and bribed or paid, a hag can be a valuable source of lore.
Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
-enters their territory without carrying a specific gift. 
+enters their territory without carrying a specific gift.
Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
@@ -37920,21 +37920,21 @@
A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
-torment people and lure them to their deaths. 
+torment people and lure them to their deaths.
-Motive: Hungers for flesh, causing anguish 
+Motive: Hungers for flesh, causing anguish
-Environment: Coastline, forest, and mountains 
+Environment: Coastline, forest, and mountains
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Perception and Speed defense as level 4 
+Modifications: Perception and Speed defense as level 4
-Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons. 
+Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
@@ -37949,14 +37949,14 @@
creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
-over the railing of a ship. 
+over the railing of a ship.
Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
-and screech at people like an angry bird than try to communicate. 
+and screech at people like an angry bird than try to communicate.
Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
-any food set out for him. 
+any food set out for him.
Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
washed.
@@ -37973,35 +37973,35 @@
much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
-of skeletal steeds and wield lances. 
+of skeletal steeds and wield lances.
-Motive: Obedience to its master 
+Motive: Obedience to its master
-Environment: Anywhere 
+Environment: Anywhere
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 3 
+Armor: 3
-Movement: Short; long while mounted on a skeletal steed 
+Movement: Short; long while mounted on a skeletal steed
Skeletal steed: level 4
-Modifications: Resists fear and intimidation as level 10 
+Modifications: Resists fear and intimidation as level 10
-Combat: A hollow knight usually fights with a sword or mace. 
+Combat: A hollow knight usually fights with a sword or mace.
When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
-the knight inflicts 7 points of damage. 
+the knight inflicts 7 points of damage.
A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
-suit of armor falls apart, and wisps of grey smoke curl up from the remains. 
+suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators. 
+Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
@@ -38016,44 +38016,44 @@
This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beasts most discomfiting feature
is its magical ability to sprout new heads when its wounded. Some hydras dwell on land, others in water. Most seem to
-have been set as guardians of important places by higher powers, which is probably why theyre so difficult to kill. 
+have been set as guardians of important places by higher powers, which is probably why theyre so difficult to kill.
-Motive: Hungers for flesh, defend a location 
+Motive: Hungers for flesh, defend a location
-Environment: Swamps, coasts, and forests 
+Environment: Swamps, coasts, and forests
-Health: 24 
+Health: 24
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short when walking or swimming 
+Movement: Short when walking or swimming
-Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size 
+Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
-(ignores Armor). 
+(ignores Armor).
All five of a hydras heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
-Armor). 
+Armor).
Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
additional heads that sprout from the creature. (The same thing happens if one of the creatures snakelike heads is
decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
-energy attacks do not trigger the healing pulse and head genesis. 
+energy attacks do not trigger the healing pulse and head genesis.
-Interaction: A hydra is a cunning predator, but not intelligent. It cant bargain or negotiate. 
+Interaction: A hydra is a cunning predator, but not intelligent. It cant bargain or negotiate.
Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
distracted before attacking.
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
+ Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
round if they fail a Might defense task.
@@ -38069,41 +38069,41 @@
Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
-that glow with the natural heat of their bodies. 
+that glow with the natural heat of their bodies.
-Motive: Destruction, hungers for flesh, honor 
+Motive: Destruction, hungers for flesh, honor
-Environment: Hot mountains, volcanic areas, supernatural fires 
+Environment: Hot mountains, volcanic areas, supernatural fires
-Health: 30 
+Health: 30
-Damage Inflicted: 6 points plus 3 points from fire 
+Damage Inflicted: 6 points plus 3 points from fire
-Armor: 3 (immune to fire) 
+Armor: 3 (immune to fire)
-Movement: Short 
+Movement: Short
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8 
+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
jotunns body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
-damage. 
+damage.
A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
-minutes. 
+minutes.
Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attacks normal damage, up to
-a maximum of 5 additional points of cold damage). 
+a maximum of 5 additional points of cold damage).
-Fire jotunn leaders sometimes have magical powers, usually related to earth and fire. 
+Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
-through their land or join them for a feast. 
+through their land or join them for a feast.
Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
-fortified village or town, hurling boulders, starting fires, and stealing livestock. 
+fortified village or town, hurling boulders, starting fires, and stealing livestock.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
@@ -38114,42 +38114,42 @@
Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
-axes that channel powerful cold from their bodies. 
+axes that channel powerful cold from their bodies.
-Motive: Destruction, hungers for flesh, honor 
+Motive: Destruction, hungers for flesh, honor
-Environment: Cold mountains and plains 
+Environment: Cold mountains and plains
-Health: 30 
+Health: 30
-Damage Inflicted: 6 points plus 3 points from cold 
+Damage Inflicted: 6 points plus 3 points from cold
-Armor: 2 (immune to cold) 
+Armor: 2 (immune to cold)
-Movement: Short; long when skiing 
+Movement: Short; long when skiing
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8 
+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
jotunns body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
-points of cold damage. 
+points of cold damage.
A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
-several minutes. 
+several minutes.
Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attacks normal damage, up
-to a maximum of 5 additional points of fire damage). 
+to a maximum of 5 additional points of fire damage).
-Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather. 
+Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
-or tricked. 
+or tricked.
Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
-food and conversation. A clan of jotunns uses the cover of a storm to raid a village. 
+food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
@@ -38212,7 +38212,7 @@
Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a
projected future appearance by the same creature.
-GM intrusion:
+GM intrusion:
The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1
of which they have to give to a friend.
@@ -38350,52 +38350,52 @@
its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
-with or command other undead, such as wraiths, skeletons, vampires, and zombies. 
+with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-Motive: Magic, immortality, power 
+Motive: Magic, immortality, power
-Environment: Wherever they can remain hidden and work undisturbed 
+Environment: Wherever they can remain hidden and work undisturbed
-Health: 45 
+Health: 45
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Intellect defense and magical lore as level 10 
+Modifications: Intellect defense and magical lore as level 10
Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
creature within immediate range of the target. A lich knows many spells, such as the following:
- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
+ • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
into corpses.
- • Armor: Gain +5 Armor for one hour. 
+ • Armor: Gain +5 Armor for one hour.
• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
-also moves two steps down the damage track. 
+also moves two steps down the damage track.
-• Fly: For one hour, move through the air as effortlessly as walking. 
+• Fly: For one hour, move through the air as effortlessly as walking.
-• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions. 
+• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute. 
+• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly. 
+• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
• Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
-returning at full health and with all of its abilities and memories. 
+returning at full health and with all of its abilities and memories.
Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
-trade. 
+trade.
Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
-with a demon to unleash a plague in exchange for obscure magical knowledge. 
+with a demon to unleash a plague in exchange for obscure magical knowledge.
Loot: A lich has 1d6 cyphers and usually an artifact.
@@ -38407,38 +38407,38 @@
A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpions tail. The head is
bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
-the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting. 
+the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-Motive: Hungers for flesh (especially human flesh) 
+Motive: Hungers for flesh (especially human flesh)
-Environment: Mountains and plains 
+Environment: Mountains and plains
-Health: 22 
+Health: 22
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Long 
+Movement: Long
-Modifications: Ranged attacks as level 5 
+Modifications: Ranged attacks as level 5
Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
-direction, and often surprises its prey by leaping from concealment. 
+direction, and often surprises its prey by leaping from concealment.
Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
-roll or take 1 additional point of Speed damage. 
+roll or take 1 additional point of Speed damage.
Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
-Most of them are not intelligent enough to know how to speak human languages. 
+Most of them are not intelligent enough to know how to speak human languages.
Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
-on the road, with only bloodstains on the ground suggesting that they were harmed. 
+on the road, with only bloodstains on the ground suggesting that they were harmed.
Loot: A manticores stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
or two small objects it was unable to digest.
@@ -38476,8 +38476,8 @@
defense rolls are eased.
In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy.
-They explode in immediate range for
-4 points of damage. Each device holds 1d6
+They explode in immediate range for
+4 points of damage. Each device holds 1d6
such bombs.
A mechanical soldier that has lost its original weaponry scavenges whatever is available.
@@ -38485,7 +38485,7 @@
Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other
frequencies prevent them from acting at all for 1d6 + 1 rounds.
-Interaction: On their own, mechanical
+Interaction: On their own, mechanical
soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator.
Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These
@@ -38504,46 +38504,46 @@
underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
-magic and other skills. 
+magic and other skills.
Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
-protecting their waters against outsiders. 
+protecting their waters against outsiders.
-Motive: Defense, entertainment 
+Motive: Defense, entertainment
Environment: Oceans, seas, and coasts
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Immediate; short when swimming 
+Movement: Immediate; short when swimming
-Modifications: Perception as level 4 while in water 
+Modifications: Perception as level 4 while in water
Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
-crossbows designed to fire underwater up to a short distance away. 
+crossbows designed to fire underwater up to a short distance away.
About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
-swim up to a long distance as their action. 
+swim up to a long distance as their action.
About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
-and clouds in a very long area) by concentrating for several minutes. 
+and clouds in a very long area) by concentrating for several minutes.
Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
-merfolk are amiable to conversation and trade with people who treat them with fairness and respect. 
+merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
-large fish have been harassing boats and ships that stray too far from the shallows and shores. 
+large fish have been harassing boats and ships that stray too far from the shallows and shores.
Trained large fish: level 2, attacks as level 3; swims a long distance each round
@@ -38557,7 +38557,7 @@
These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam
of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work
-for them in strange factories, mines, or other
+for them in strange factories, mines, or other
labor-intensive capacities.
Motive: Knowledge and power
@@ -38607,38 +38607,38 @@
curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
-younger individuals claiming their own territory. 
+younger individuals claiming their own territory.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Caves, plains, and labyrinths 
+Environment: Caves, plains, and labyrinths
-Health: 19 
+Health: 19
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Hunting and tracking as level 5 
+Modifications: Hunting and tracking as level 5
Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
-make an attack, which inflicts an additional 3 points of damage. 
+make an attack, which inflicts an additional 3 points of damage.
Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
people into the maze and give the minotaur time to corner their prey. S
ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
-area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds. 
+area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
-typically choose not to speak to weaker creatures (such as humans). 
+typically choose not to speak to weaker creatures (such as humans).
Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
-in a corn maze, leaving nothing but bones and bloodstains. 
+in a corn maze, leaving nothing but bones and bloodstains.
Loot: Minotaurs dont have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
@@ -38701,33 +38701,33 @@
the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
-in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire. 
+in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-Motive: Hungers for flesh, defense 
+Motive: Hungers for flesh, defense
-Environment: Caves, forests, hills, and underground 
+Environment: Caves, forests, hills, and underground
-Health: 6 
+Health: 6
-Damage Inflicted: 2 points 
+Damage Inflicted: 2 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Stealth and tracking as level 4 
+Modifications: Stealth and tracking as level 4
Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
-into them. 
+into them.
Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
-“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog. 
+“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
-creatures language. 
+creatures language.
Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks wholl steal away foolish
-children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints. 
+children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
Loot: Morlocks dont value what they cant eat, but their lair may have a cypher or two from a recent victim.
@@ -38737,45 +38737,45 @@
The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
-of dead always rises. 
+of dead always rises.
-Motive: Magical power, mastery over death 
+Motive: Magical power, mastery over death
-Environment: In places where dead are interred, usually with some number of undead servitors 
+Environment: In places where dead are interred, usually with some number of undead servitors
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Speed defense as level 6 due to shroud of undead protective spirits 
+Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic. 
+Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
-defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact. 
+defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
A necromancer who isnt already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
-below) at a time. 
+below) at a time.
A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancers will for one
-minute. 
+minute.
Spirit: level 3; flesh-decaying touch inflicts 3 points of damage
Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
(such as peasants and city folk). They will negotiate but usually dont have the capacity to care about another persons
-well-being; theyre sociopathic. 
+well-being; theyre sociopathic.
Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
-dead character is imprisoned within. 
+dead character is imprisoned within.
Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
@@ -38787,44 +38787,44 @@
Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
-territories where they encounter and defeat various magical creatures. 
+territories where they encounter and defeat various magical creatures.
-Motive: Accomplish noble (or ignoble) deeds 
+Motive: Accomplish noble (or ignoble) deeds
-Environment: Almost anywhere, often alone, sometimes with followers 
+Environment: Almost anywhere, often alone, sometimes with followers
-Health: 50 
+Health: 50
-Damage Inflicted: 10 points 
+Damage Inflicted: 10 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
-shield 
+shield
Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
-hit. 
+hit.
Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed (Noble steed: level 5;
moves a long distance each round). The artifact might be the very weapon a knight wields in combat and could grant them
-one or more of the following additional abilities: 
+one or more of the following additional abilities:
Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to accomplish
a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars holding up a
-structure), which they attempt as if they were level 10. 
+structure), which they attempt as if they were level 10.
-Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn. 
+Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
-Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep. 
+Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
Interaction: Flowery language and impeccable manners show a knights noble background. Those who negotiate with one in
good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
-trusts. 
+trusts.
-Use: A noble knight has decided that they must guard a bridge against any who would cross it. 
+Use: A noble knight has decided that they must guard a bridge against any who would cross it.
Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
@@ -39062,8 +39062,8 @@
Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act
in a lifelike manner) as level 7
-Combat: Some of the red reeds surrounding a puppet tree end in a hard,
-sharp crystal spike. When a living creature comes within short
+Combat: Some of the red reeds surrounding a puppet tree end in a hard,
+sharp crystal spike. When a living creature comes within short
range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a
target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans.
Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees
@@ -39174,36 +39174,36 @@
true nature, with limb-like branches and faces in the bark of their trunk. They dont always move, but with effort, they
can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
-or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel. 
+or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-Motive: Defense 
+Motive: Defense
-Environment: Found in groves or copses of five to twenty 
+Environment: Found in groves or copses of five to twenty
-Health: 16 
+Health: 16
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
-Modifications: Initiative as level 4; Speed defense as level 2 due to size 
+Modifications: Initiative as level 4; Speed defense as level 2 due to size
Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the trees
-attack is eased. 
+attack is eased.
If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage) and
toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another solid
object. If they are tossed at another creature, that second creature must make a successful Speed defense roll or also
-take this damage. 
+take this damage.
-Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage. 
+Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
-can speak eloquently, if sometimes slowly. 
+can speak eloquently, if sometimes slowly.
Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
direction.
@@ -39215,36 +39215,36 @@
These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-relying on tricks and lies, or alluring music they play on pipes. 
+relying on tricks and lies, or alluring music they play on pipes.
-Motive: Play tricks, gather treasure, fulfill desires 
+Motive: Play tricks, gather treasure, fulfill desires
-Environment: Woodlands, hills, and plains 
+Environment: Woodlands, hills, and plains
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7 
+Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
-magical effects by playing their pipes as an action, which can either bolster allies or harm enemies: 
+magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
-and leaping. Attacks made against affected targets are eased. 
+and leaping. Attacks made against affected targets are eased.
Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; if
-it hits, it inflicts +3 damage.
+it hits, it inflicts +3 damage.
Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
-one of its allies. 
+one of its allies.
Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
-remains honest, and then for only a short period. 
+remains honest, and then for only a short period.
Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
-charismatic cult leader has set up in the woods and clouds the minds of all who come near. 
+charismatic cult leader has set up in the woods and clouds the minds of all who come near.
Loot: A satyr is likely to carry one or two cyphers.
@@ -39255,37 +39255,37 @@
Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creatures silhouette. They creep
along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when theyre ready to
-clutch at a victim with their cold claws. 
+clutch at a victim with their cold claws.
-Motive: Hunger for life energy 
+Motive: Hunger for life energy
-Environment: Anywhere that shadows can occur 
+Environment: Anywhere that shadows can occur
-Health: 3 
+Health: 3
-Damage Inflicted: 2 points 
+Damage Inflicted: 2 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Stealth as level 3 
+Modifications: Stealth as level 3
Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
-immediate distance or knocking over a candle takes intense concentration. 
+immediate distance or knocking over a candle takes intense concentration.
A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
-menacingly for a few minutes but lose interest if it seems like their prey wont be bringing back the light. 
+menacingly for a few minutes but lose interest if it seems like their prey wont be bringing back the light.
Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
-cell, but cannot move through solid objects. 
+cell, but cannot move through solid objects.
Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
-prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language. 
+prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
appears to have two shadows just before they feel icy coldness slide along their flesh.
@@ -39405,44 +39405,44 @@
A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
-skulls are wreathed in flame; its the by-product of the creatures previous meal. 
+skulls are wreathed in flame; its the by-product of the creatures previous meal.
-Motive: Hungers for souls 
+Motive: Hungers for souls
-Environment: Usually at the center of tombs 
+Environment: Usually at the center of tombs
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Long when flying 
+Movement: Long when flying
Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
-knowledge of arcane methodologies and rituals as level 8 
+knowledge of arcane methodologies and rituals as level 8
Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
-a time. 
+a time.
In addition, a dread skull can draw out a victims consciousness and absorb it in a blaze of supernatural fire. To do
so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
-defense roll or take an additional 5 points of Intellect damage (ignores Armor). 
+defense roll or take an additional 5 points of Intellect damage (ignores Armor).
If a dread skull drains a characters Intellect Pool to 0 through repeated bites, the characters soul is sucked into
the skull, and the body falls limp. Once absorbed into the skull, a victims essence is trapped and slowly consumed over
-the next twenty-four hours. During this period, the skull regenerates 1 point of health per round. 
+the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
If a dread skull isnt destroyed within twenty-four hours of eating a soul, the victims essence is fully consumed. If
-the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies. 
+the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
-what they want. 
+what they want.
Use: Soul eaters remember a little bit of the knowledge of every creatures essence they consume. The PCs need to learn
-the command word of an artifact theyve found, but the only one who knew it was consumed by a dread skull. 
+the command word of an artifact theyve found, but the only one who knew it was consumed by a dread skull.
Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
artifact.
@@ -39457,47 +39457,47 @@
some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
-lion. 
+lion.
-Motive: Defense, riddles 
+Motive: Defense, riddles
-Environment: Deserts, plains, and mountains 
+Environment: Deserts, plains, and mountains
-Health: 25 
+Health: 25
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 
+Armor: 2
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Intellect defense and magical lore as level 8 
+Modifications: Intellect defense and magical lore as level 8
Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
-abilities: 
+abilities:
• Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
-lifts the curse. 
+lifts the curse.
• Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
-toward their normal allotment. Can be used three times per day. 
+toward their normal allotment. Can be used three times per day.
• Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
-the creature stands confused for one minute even if they are attacked. 
+the creature stands confused for one minute even if they are attacked.
• Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
-(such as an area where it suspects an invisible enemy is hiding). 
+(such as an area where it suspects an invisible enemy is hiding).
-• Teleport: Instantaneously move a very long distance. Can be used once per day. 
+• Teleport: Instantaneously move a very long distance. Can be used once per day.
Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
-talkative, if arrogant. 
+talkative, if arrogant.
Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
-guard. 
+guard.
Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
@@ -39550,33 +39550,33 @@
A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
-meal. Usually, they distend their mouths and throats and swallow subdued prey whole. 
+meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Nearly anywhere, hunting alone or in pairs 
+Environment: Nearly anywhere, hunting alone or in pairs
-Health: 30 
+Health: 30
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Long 
+Movement: Long
-Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4 
+Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
-take 10 points of damage. 
+take 10 points of damage.
Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
-food grow into full-power trolls within a few weeks. 
+food grow into full-power trolls within a few weeks.
Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
-to attack and eat other creatures, but might be bargained with after a successful show of force. 
+to attack and eat other creatures, but might be bargained with after a successful show of force.
Spawned troll: level 4, Might defense as level 5; health 15; Armor 1; claws inflict 5 points of damage; grabbed victim
suffers 5 points of damage each round held by troll
@@ -39743,7 +39743,7 @@
VAT REJECT 3 (9)
-Vat rejects come into being when clone vats meant to produce clone soldiers or similar
+Vat rejects come into being when clone vats meant to produce clone soldiers or similar
mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities
include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters.
Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.
@@ -39988,7 +39988,7 @@
take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an
Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.
-*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
+*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).
*Shrivel:* A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or
@@ -39998,8 +39998,8 @@
*Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses dont further
improve Armor.
-Interaction: Most witches are deceptive and conniving,
-though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
+Interaction: Most witches are deceptive and conniving,
+though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
so in bad faith.
Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the
@@ -40018,21 +40018,21 @@
that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
vermin, but together theyre a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
-adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense. 
+adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-Motive: Domination of other creatures, hunger 
+Motive: Domination of other creatures, hunger
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 30 
+Health: 30
Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Immediate; short when flying 
+Movement: Immediate; short when flying
-Modifications: Perception as level 8; Speed defense as level 5 due to slow nature 
+Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless its
@@ -40042,19 +40042,19 @@
If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
During the frenzy, the worm that walks regenerates 2 points of health per round. A victims equipment is retained for
-later study. 
+later study.
A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
-actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps. 
+actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
-makes a deal, it eventually reneges if it senses any advantage for doing so. 
+makes a deal, it eventually reneges if it senses any advantage for doing so.
Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
-larger region. 
+larger region.
Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
in the fight.
@@ -40072,35 +40072,35 @@
distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
may even attempt to finish a task it started in life. But in time, even the strongest-willed spirits mind erodes
-without physical substance to renew it, and it becomes an almost mindless monster of destruction. 
+without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-Motive: Destruction 
+Motive: Destruction
-Environment: Almost anywhere, singly or in groups of six to ten 
+Environment: Almost anywhere, singly or in groups of six to ten
-Health: 6 
+Health: 6
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Short while flying 
+Movement: Short while flying
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
-Combat: A wraith attacks with its touch, which rots flesh and drains life. 
+Combat: A wraith attacks with its touch, which rots flesh and drains life.
A wraith can become fully insubstantial. After it does so, the creature cant change state again until its next turn.
While insubstantial, it cant affect or be affected by anything (except for weapons and attacks that specifically affect
undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
-keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally. 
+keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
-dealing 5 points of damage. 
+dealing 5 points of damage.
Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
-and descends fully into rage and the desire to spread destruction. 
+and descends fully into rage and the desire to spread destruction.
Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
@@ -40113,39 +40113,39 @@
Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
makes them seem much larger. Lacking a dragons fiery breath or other magical abilities, wyverns rely on their strong
flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
-two legs used for clumsy walking and two arm-wings used for flight and balance. 
+two legs used for clumsy walking and two arm-wings used for flight and balance.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Mountains, hills, and plains where large prey is plentiful 
+Environment: Mountains, hills, and plains where large prey is plentiful
-Health: 35 
+Health: 35
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Perception as level 7; Speed defense as level 5 due to size 
+Modifications: Perception as level 7; Speed defense as level 5 due to size
Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
-its turn. 
+its turn.
The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
-weakening the prey so the wyvern can carry it away and eat in peace. 
+weakening the prey so the wyvern can carry it away and eat in peace.
Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
-give characters enough time to get safely away. 
+give characters enough time to get safely away.
Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
the ground.
- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
+ Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
an expensive item).
@@ -40188,7 +40188,7 @@
Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying
attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.
-An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
+An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
Intellect-based roll) to sterilize all the eggs in the victims blood before they hatch twenty or more hours after being
deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they
attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full
@@ -40198,7 +40198,7 @@
abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when
vibrations alert them to potential new food sources.
-Interaction: These creatures are built to consume,
+Interaction: These creatures are built to consume,
not negotiate.
Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff
@@ -40231,7 +40231,7 @@
Modifications: Speed defense as level 2
-Combat: Zombies never turn away from a conflict.
+Combat: Zombies never turn away from a conflict.
They fight on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by
the erosion of skin over their finger bones.
@@ -40240,15 +40240,15 @@
Zombies are hard to finish off. If an attack would reduce a zombies health to 0, it does so only if the number rolled
in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a
-dismembered, gruesomely damaged zombie
-that is still moving. Zombies can see in the dark
+dismembered, gruesomely damaged zombie
+that is still moving. Zombies can see in the dark
at short range.
“Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an
electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes
or hours later without the vulnerability.
-Some zombies are infectious. Their bites spread a
+Some zombies are infectious. Their bites spread a
level 8 disease that moves a victim down one step on the damage track each day a Might defense roll is failed. Victims
killed by the disease later animate as zombies.
@@ -40354,7 +40354,7 @@
Combat: Doctor Dreads armor allows her to exist without outside air (or air pressure), food, or water for up to ten
days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-*Barricade:* Establish an immobile, two-dimensional field
+*Barricade:* Establish an immobile, two-dimensional field
of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
@@ -40413,7 +40413,7 @@
it can see within its area of influence. When it throws such a large object as part of an attack, the target and
everything within short range of the target takes 10 points of damage.
-Magnetars only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
+Magnetars only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
old-fashioned beating could release an uncontrolled neutron star chunk on the Earths surface.
Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
@@ -40465,7 +40465,7 @@
Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
-helpless as they cough and gag. The inhalant poison does not continue to inflict damage
+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
each round.
Mister Genocide is immune to most venoms, toxins, and poisons.
@@ -40614,32 +40614,32 @@
A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-creating fascinating tales and dramatic speeches. 
+creating fascinating tales and dramatic speeches.
-Motive: Entertainment, interaction, and novel experiences 
+Motive: Entertainment, interaction, and novel experiences
-Health: 10 
+Health: 10
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Movement: Short 
+Movement: Short
-Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4 
+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
-range. 
+range.
A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
-two steps, turning invisible for a minute, or negating sound for a minute. 
+two steps, turning invisible for a minute, or negating sound for a minute.
Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
-critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death. 
+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
-the will of a crowd against them. 
+the will of a crowd against them.
Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
moderately priced item and one or two cyphers.
@@ -40648,34 +40648,34 @@
A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-wild beasts. 
+wild beasts.
-Motive: Glory in battle 
+Motive: Glory in battle
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 (or 3 when berserk) 
+Armor: 1 (or 3 when berserk)
-Movement: Short 
+Movement: Short
-Modifications: Climbing, jumping, running, and Speed defense as level 4 
+Modifications: Climbing, jumping, running, and Speed defense as level 4
Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
-cant easily get close to their foes. 
+cant easily get close to their foes.
A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
raging berserker fights only with melee weapons and wont retreat from battle.
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-or honor. 
+or honor.
Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
-and picks fights with the local toughs. 
+and picks fights with the local toughs.
Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
group might have a cypher that enhances strength or toughness.
@@ -40733,7 +40733,7 @@
occur in a place and time of the detectives choosing, preferably in the presence of their allies. A detective can
deduce weaknesses of their enemies (if any) and exploit them in combat.
-Interaction: Some detectives are insufferable
+Interaction: Some detectives are insufferable
know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.
Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble
@@ -40749,34 +40749,34 @@
A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-society-hating hermits in others. 
+society-hating hermits in others.
-Motive: Protecting nature 
+Motive: Protecting nature
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Nature lore, perception, and stealth as level 5 
+Modifications: Nature lore, perception, and stealth as level 5
Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
-tools such as daggers and sickles. 
+tools such as daggers and sickles.
A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
-black bear, hawk, viper, or wolf. 
+black bear, hawk, viper, or wolf.
Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
-sapient trees, satyrs, and so on). 
+sapient trees, satyrs, and so on).
Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
-and hunters who stray too far from civilization. 
+and hunters who stray too far from civilization.
Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
cyphers or perhaps an artifact.
@@ -40784,32 +40784,32 @@
DWARF 4(12)
A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
-to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting. 
+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-Motive: Defense, loyalty, honor 
+Motive: Defense, loyalty, honor
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
-Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5 
+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. Theyre used to working together to defend
their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
-damage. 
+damage.
Dwarf leaders are usually officers or priests.
Dwarf officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for
10 points or all within immediate range for 5 points
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
-sturdy hammer. 
+sturdy hammer.
Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
with a human city leader—or redress for an old insult.
@@ -40821,29 +40821,29 @@
An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-the most beautiful sunset, or the perfect love song. 
+the most beautiful sunset, or the perfect love song.
-Motive: Curiosity 
+Motive: Curiosity
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Perception, Speed defense, and any two noncombat skills as level 5 
+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
-fast reactions, their first attack in any combat inflicts an additional 2 points of damage. 
+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
or repairing clothing.
Interaction: Elves appreciate beauty, grace, and skill, and they dont respond well to crudeness or bluster, especially
from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
-humor. 
+humor.
Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
@@ -40889,29 +40889,29 @@
A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-folk as scouts, burglars, and loyal companions. 
+folk as scouts, burglars, and loyal companions.
-Motive: Defense, comfort 
+Motive: Defense, comfort
-Health: 9 
+Health: 9
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 0 or 1 
+Armor: 0 or 1
-Movement: Short 
+Movement: Short
-Modifications: Intellect defense, pleasant social interactions, and stealth as level 4 
+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
ally so they can attack a foes back and legs.
Interaction: Halflings enjoy the company of larger folks as long as they arent mocked for their size. Theyre brave and
-determined when they need to be, though some might complain about wanting to go home. 
+determined when they need to be, though some might complain about wanting to go home.
Use: A young halfling wants to have some adventures before settling down. The local thieves guild is said to employ
-halflings as lookouts and cutpurses, sometimes disguised as human children. 
+halflings as lookouts and cutpurses, sometimes disguised as human children.
Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
@@ -40953,35 +40953,35 @@
PALADIN 4 (12)
Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
-and most of them expect to die in battle against an evil foe. 
+and most of them expect to die in battle against an evil foe.
-Motive: Protecting the innocent, destroying evil 
+Motive: Protecting the innocent, destroying evil
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 or 3 
+Armor: 2 or 3
-Movement: Short 
+Movement: Short
-Modifications: Attacks and Might defense as level 5 
+Modifications: Attacks and Might defense as level 5
Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
-defense). 
+defense).
Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
-creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control. 
+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
-area.” However, they are not fools and wont throw away their lives for nothing. 
+area.” However, they are not fools and wont throw away their lives for nothing.
Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
-villain to smite. 
+villain to smite.
Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
lucky enough to have an artifact (usually a weapon or armor).
@@ -41021,30 +41021,30 @@
A thief takes things that dont belong to them—preferably with their victim remaining unaware of the crime until the
thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-elaborate heists to steal priceless items from prominent targets. 
+elaborate heists to steal priceless items from prominent targets.
-Motive: Greed, curiosity, risk 
+Motive: Greed, curiosity, risk
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5 
+Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
smoke pellets to distract or delay foes and give themselves an opportunity to get away. They arent above using poison,
typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-like to know the risks and rewards of what theyll be doing, and they dont like surprises. 
+ Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
+like to know the risks and rewards of what theyll be doing, and they dont like surprises.
Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
-pickpockets targets a characters jewelry or cyphers. 
+pickpockets targets a characters jewelry or cyphers.
Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
cypher they plan to use or sell.
@@ -41171,9 +41171,9 @@
existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you
go on even more adventures. This is true in many RPGs, but in the Cypher System, its built right into the games core.
-2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
+2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far
-away might be a secret adventure seed placed by a
+away might be a secret adventure seed placed by a
forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the
path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more
proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without
@@ -41268,12 +41268,12 @@
Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
-or rewards for their adventures and exploits. 
+or rewards for their adventures and exploits.
-MIXING SUBTLE AND MANIFEST CYPHERS
+MIXING SUBTLE AND MANIFEST CYPHERS
Theres no reason why a fantasy campaign cant use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
-and other coincidences that benefit the characters. 
+and other coincidences that benefit the characters.
CYPHER FORMS
@@ -41307,7 +41307,7 @@
| 63-66 | Papyrus scroll |
| 67-71 | Parchment scroll |
| 72-74 | Pouch of powder |
-| 75-76 | Skin drawing  |
+| 75-76 | Skin drawing |
| 77-80 | Stone |
| 81-82 | Tattoo |
| 83-85 | Thick potion |
@@ -41346,42 +41346,42 @@
ACID RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against acid damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against acid damage equal to the cyphers level for one hour.
-ANIMAL CONTROL 
+ANIMAL CONTROL
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
the cyphers level. If successful, the beast immediately becomes calm. The beast awaits the users commands and carries
out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cyphers
level minus the targets level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. 
+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
The cypher doesnt give the user any special ability to understand the target or perceive through its senses. For
example, the user can command an eagle to fly above a group of enemies, but the eagle cant describe what it sees and
-the user cant look through its eyes. 
+the user cant look through its eyes.
“Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
like basilisks, pegasi, and so on.
-BEAST SHAPE 
+BEAST SHAPE
-Level: 1d6 
+Level: 1d6
Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
determined by the cyphers creator). The user gains the animals type of movement (swimming for a fish, flying for a
bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
-table. 
+table.
The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally cant make them more
than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesnt
affect the animals abilities. The user can still use all of their abilities that dont rely specifically on their
normal form. For example, an Adept in wolf form cant wield a dagger because wolves dont have hands, but could still
-use a healing power or mind blast ability. 
+use a healing power or mind blast ability.
After about an hour, the user returns to their normal form.
@@ -41389,154 +41389,154 @@
noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
above.
-COLD RESISTANCE 
+COLD RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against cold damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against cold damage equal to the cyphers level for one hour.
-DEMON WARD 
+DEMON WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from demons, devils, and similar
malevolent creatures.
-DRAGON WARD 
+DRAGON WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from dragons, wyverns, and similar
magical reptilian creatures.
In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-ELECTRICITY RESISTANCE 
+ELECTRICITY RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against electricity damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against electricity damage equal to the cyphers level for one hour.
-ELEMENTAL CONJURATION 
+ELEMENTAL CONJURATION
-Level: 1d6 
+Level: 1d6
Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user. 
+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
-does only as commanded. 
+does only as commanded.
The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
-back to its native realm. 
+back to its native realm.
-FIRE RESISTANCE 
+FIRE RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: The user gains Armor against fire damage equal to the cyphers level for one hour.
-GIANT SIZE 
+GIANT SIZE
-Level: 1d6 
+Level: 1d6
Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. 
+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool). 
+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
-defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. 
+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-INSTANT BOAT 
+INSTANT BOAT
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
boat lasts for a day, after which it vanishes.
-INSTANT TOWER 
+INSTANT TOWER
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isnt sufficient room for the
tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
-pressure against the confining surfaces. 
+pressure against the confining surfaces.
-The tower is permanent and immobile once created. 
+The tower is permanent and immobile once created.
-LYCANTHROPE WARD 
+LYCANTHROPE WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from werewolves and other
-lycanthropes. 
+lycanthropes.
Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
as a bear, rat, tiger, or wolf
-PENULTIMATE KEY 
+PENULTIMATE KEY
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cyphers level or lower. The
-targeted item must have a keyhole for the cypher to work. 
+targeted item must have a keyhole for the cypher to work.
Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
POISON RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: The user gains Armor against poison damage equal to the cyphers level for one hour.
-RESTORATIVE AURA 
+RESTORATIVE AURA
-Level: 1d6 
+Level: 1d6
Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
-cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. 
+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-THOUGHT LISTENING 
+THOUGHT LISTENING
-Level: 1d6 + 1 
+Level: 1d6 + 1
Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
doesnt want them to. Once the user has established contact, they can read the targets thoughts for up to one minute
per cypher level.
-TINY SIZE 
+TINY SIZE
-Level: 1d6 
+Level: 1d6
Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
-first from their Intellect Pool and then, if necessary, from their Might Pool). 
+first from their Intellect Pool and then, if necessary, from their Might Pool).
If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
-ends, they lose all of the advantages and penalties from the cypher. 
+ends, they lose all of the advantages and penalties from the cypher.
-UNDEAD WARD 
+UNDEAD WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from skeletons, zombies, ghosts,
-vampires, and other undead creatures. 
+vampires, and other undead creatures.
-WALKING CORPSE 
+WALKING CORPSE
-Level: 1d6 
+Level: 1d6
Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
@@ -41899,7 +41899,7 @@
Effect: Begins a process of rejuvenation that removes years from the wearers physiological age. Over the course of the
next seven days, the wearer sheds a number of years equal to three times the cyphers level. The cypher doesnt regress
-physiological age past the age of
+physiological age past the age of
twenty-three.
ANALEPTIC
@@ -42159,7 +42159,7 @@
Level: 1d6 + 2
-Effect: Projects a small physical explosive up to a long distance away that explodes in a
+Effect: Projects a small physical explosive up to a long distance away that explodes in a
short-range radius, inflicting damage equal to the cyphers level. Roll a d100 to determine the type of damage.
| | |
@@ -42337,9 +42337,9 @@
Level: 1d6
-Effect: For the next day, the user is surrounded
-by a powerful force field, granting them +1
-to Armor (+2 to Armor if the cypher level is
+Effect: For the next day, the user is surrounded
+by a powerful force field, granting them +1
+to Armor (+2 to Armor if the cypher level is
5 or higher).
(Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
@@ -42423,7 +42423,7 @@
Effect: With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within
sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For
-example, a level 4
+example, a level 4
hunter/seeker will attack a maximum of five times. Roll a d100 to determine the type of attack.
| | |
@@ -42887,7 +42887,7 @@
Level: 1d6 + 2
-Effect: Allows the user to project a one-time,
+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
@@ -43216,7 +43216,7 @@
Level: 1d6 + 2
-Effect: For one hour, the device enables
+Effect: For one hour, the device enables
long-range mental communication with anyone the user can see.
TELEPORTER (BOUNDER)
@@ -43302,13 +43302,13 @@
Level: 1d6 + 4
-Effect: Provides power to another device for
-up to a day. The device to be powered
-can be as simple as a light source or as
-complex as a small starcraft, assuming the
-cyphers level is equal to the items power
-requirements. A desk lamp is a level 1
-power requirement, a car engine is a level
+Effect: Provides power to another device for
+up to a day. The device to be powered
+can be as simple as a light source or as
+complex as a small starcraft, assuming the
+cyphers level is equal to the items power
+requirements. A desk lamp is a level 1
+power requirement, a car engine is a level
5 power requirement, and a starship is a level 10 power requirement.
VANISHER
@@ -43324,7 +43324,7 @@
Level: 1d6
-Effect: Changes the appearance of one
+Effect: Changes the appearance of one
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.
@@ -43591,7 +43591,7 @@
of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training
and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically
impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but
-perhaps once per game session. You have to be ready for that. A well-prepared, motivated
+perhaps once per game session. You have to be ready for that. A well-prepared, motivated
sixth-tier character can do that even with a difficulty 10 task. Again, they wont do it often (theyd have to apply six
levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and thats assuming theyre
specialized and have two levels of assets), but it can happen if theyre really prepared for the task (being specialized
@@ -43691,7 +43691,7 @@
roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both,
but the difficulty is reduced for the gymnast. Theres no chance of failure.
-4\. This is how everything in the game works, whether its climbing a wall,
+4\. This is how everything in the game works, whether its climbing a wall,
sweet-talking a guard, or fighting a bioengineered horror.
5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesnt
@@ -44094,7 +44094,7 @@
| 25-26 | Coil of endless rope |
| 27-28 | Crown of the mind |
| 34 | Crystal ball |
-| 35-37 | Deflecting shield  |
+| 35-37 | Deflecting shield |
| 38-40 | Elfblade |
| 41-43 | Enchanted armor |
| 44-49 | Exploding arrow |
@@ -44115,7 +44115,7 @@
| 99 | Vorpal sword |
| 00 | Whisperer in the ether |
-MAJOR FANTASY ARTIFACTS TABLE 
+MAJOR FANTASY ARTIFACTS TABLE
| 01-03 | Angelic ward\* |
|-------|-------------------------------------------------|
@@ -44134,22 +44134,22 @@
| 28-30 | Guardian idol |
| 31-33 | Hand of glory |
| 34-36 | Horn of thunder |
-| 37-39 | Instant ladder  |
+| 37-39 | Instant ladder |
| 40-43 | Lightening hammer |
| 44-47 | Necromantic wand |
| 48-50 | Ring of dragons flight\* |
-| 51-53 | Ring of fall flourishing  |
-| 54-56 | Ring of invisibility  |
-| 57 | Ring of wishes  |
+| 51-53 | Ring of fall flourishing |
+| 54-56 | Ring of invisibility |
+| 57 | Ring of wishes |
| 58-60 | Smooth stepping boots |
| 61-62 | Soul-stealing knife |
| 63-65 | Spellbook of elemental summoning |
| 66 | Spellbook of the amber mage\* |
-| 67-69 | Staff of black iron  |
+| 67-69 | Staff of black iron |
| 70-74 | Staff of healing |
| 75-77 | Staff of the prophet |
| 78-79 | Storm shack |
-| 80-83 | Trap runestone  |
+| 80-83 | Trap runestone |
| 84-88 | Wand of firebolts\* |
| 89-93 | Wand of spiders webbing |
| 94-97 | Witchs broom |
@@ -44204,17 +44204,17 @@
Depletion: —
-BOOK OF ALL SPELLS 
+BOOK OF ALL SPELLS
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Weighty tome filled with pages of spell runes 
+Form: Weighty tome filled with pages of spell runes
Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
-of facing pages includes the magical runes for one spell and a description of the spell and how to use it. 
+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
-following table, then rolling on the indicated table in the Cypher System Reference Document: 
+following table, then rolling on the indicated table in the Cypher System Reference Document:
| d6 | Cypher Type |
|-----|------------------------------------|
@@ -44223,119 +44223,119 @@
| 6 | Roll on the Subtle Cypher table |
The bearer can cast the spell on the page as if it were a cypher with a level equal to the books level. This doesnt
-remove the spell from the page (it can be cast again and again), but it does require a depletion roll. 
+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-said that turning to the last page makes the book vanish and appear somewhere else in the world. 
+said that turning to the last page makes the book vanish and appear somewhere else in the world.
The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
-copy, remove, or destroy a page only makes the book turn to a later page on its own. 
+copy, remove, or destroy a page only makes the book turn to a later page on its own.
Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
later page, or disappear and reappear somewhere else in the world.)
-BOUNDING BOOTS 
+BOUNDING BOOTS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Sturdy but flexible boots 
+Form: Sturdy but flexible boots
Effect: The boots assist the wearers every step to make jumping and running easier. The boots are an asset for jumping
-and running (easing one of these skills by two steps if the artifact is level 6 or higher). 
+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-Depletion: — 
+Depletion: —
-CATS EYE SPECTACLES 
+CATS EYE SPECTACLES
-Level: 1d6 
+Level: 1d6
-Form: Pair of dark crystalline spectacles in a dull wooden frame 
+Form: Pair of dark crystalline spectacles in a dull wooden frame
Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
-short range (or to long range if the artifact is level 5 or higher). 
+short range (or to long range if the artifact is level 5 or higher).
-Depletion: — 
+Depletion: —
-CLOAK OF BALAKAR 
+CLOAK OF BALAKAR
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Blue cloak with elaborate designs suggesting blowing wind 
+Form: Blue cloak with elaborate designs suggesting blowing wind
Effect: The wearer can calm winds of the artifacts level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
wearer can create a destructive windstorm up to that size, lasting one minute; this storms level is equal to half the
-artifacts level. 
+artifacts level.
-Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world) 
+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-CLOAK OF ELFKIND 
+CLOAK OF ELFKIND
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Thin greyish-green cloak with a cowl and clasp 
+Form: Thin greyish-green cloak with a cowl and clasp
Effect: When activated (by drawing the hood over the wearers head), the cloak takes on the colors and textures of
everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
-sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark. 
+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
Depletion: 1 in 1d100
-CLOAK OF FINERY 
+CLOAK OF FINERY
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Multilayered cloak of glittering material 
+Form: Multilayered cloak of glittering material
Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
in the most flattering way. When activated, it enhances the wearers appearance, voice, tone, and even their grammar,
-granting an asset to all interaction tasks for the next minute. 
+granting an asset to all interaction tasks for the next minute.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-COIL OF ENDLESS ROPE 
+COIL OF ENDLESS ROPE
-Level: 1d6 
+Level: 1d6
-Form: Coil of rope 
+Form: Coil of rope
Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
-depleted. If cut, any length beyond the coils initial 50 feet crumbles into powder after a round or two. 
+depleted. If cut, any length beyond the coils initial 50 feet crumbles into powder after a round or two.
-Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet) 
+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-CROWN OF EYES 
+CROWN OF EYES
-Level: 1d6 
+Level: 1d6
-Form: Metallic circlet set with several crystal spheres 
+Form: Metallic circlet set with several crystal spheres
Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
-perception tasks. 
+perception tasks.
Depletion: 1 in 1d100
-CROWN OF THE MIND 
+CROWN OF THE MIND
-Level: 1d6 
+Level: 1d6
-Form: Crown, circlet, headband, diadem, or amulet 
+Form: Crown, circlet, headband, diadem, or amulet
Effect: The crown augments the mind and thoughts of the wearer. This increases the wearers maximum Intellect Pool by 5
(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
-be restored with recovery rolls, healing magic, or similar effects). 
+be restored with recovery rolls, healing magic, or similar effects).
-Depletion: — 
+Depletion: —
-CRYSTAL BALL 
+CRYSTAL BALL
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Melon-sized crystalline or glass orb, with or without a support stand 
+Form: Melon-sized crystalline or glass orb, with or without a support stand
Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
@@ -44343,14 +44343,14 @@
misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
viewed, and how far away they are.
-| Familiarity  | |
+| Familiarity | |
|----------------------------------|----------|
| Only have name or description | Hindered |
-| Target has been visited  | Eased |
+| Target has been visited | Eased |
| Target is well known to the user | Eased |
| Availability | |
| Target is willing | Eased |
-| Target is unwilling  | Hindered |
+| Target is unwilling | Hindered |
| Distance | |
| More than 1 mile | Hindered |
| More than 10 miles | Hindered |
@@ -44359,39 +44359,39 @@
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-activated again. 
+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
+activated again.
In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
communication with the viewed area. All creatures in the area can sense the users presence and hear their voice, and
-the creatures can speak to and be heard by the user. 
+the creatures can speak to and be heard by the user.
Depletion: 1 in 1d20
An unwilling creatures defenses against magic and Intellect attacks should hinder scrying attempts just as they would
against a directly harmful mental spell.
-DEATHS SCYTHE 
+DEATHS SCYTHE
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Double-handed scythe 
+Form: Double-handed scythe
Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
-levels of Effort. 
+levels of Effort.
Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
Death manifestation: level 7
-DEMONFLESH 
+DEMONFLESH
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Ball of black leather with vein-like red streaks 
+Form: Ball of black leather with vein-like red streaks
Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
@@ -44399,94 +44399,94 @@
their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
-most Armor, but Armor made to ward against evil or demonic attacks should work against it. 
+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
Depletion: 1 in 1d20
To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-DEMONIC RUNE BLADE 
+DEMONIC RUNE BLADE
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Sword inscribed with demonic runes 
+Form: Sword inscribed with demonic runes
Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
-and it inflicts 4 additional points of damage (for a total of 8 points). 
+and it inflicts 4 additional points of damage (for a total of 8 points).
If the wielder kills a creature with the sword, the sword eats the creatures spirit and transfers some of its energy to
the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
the wielder to exceed their normal Might Pool and Might Edge stats.
If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
-attack roll of 1). 
+attack roll of 1).
Depletion: 1 in 1d10 (check each time a killed creatures life force is absorbed; if depleted, the swords magical
-abilities can be recharged if it kills an “innocent” creature) 
+abilities can be recharged if it kills an “innocent” creature)
-DRAGONTONGUE WEAPON 
+DRAGONTONGUE WEAPON
-Level: 1d6 + 2 
+Level: 1d6 + 2
Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
-activation. 
+activation.
Depletion: 1 in 1d100
-DRAGONTOOTH SOLDIERS 
+DRAGONTOOTH SOLDIERS
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Burlap bag containing a handful of large reptilian teeth
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
-tooth drawn requires a separate depletion roll. 
+tooth drawn requires a separate depletion roll.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-ELFBLADE 
+ELFBLADE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Form: Medium sword
Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
-are within 300 feet (90 m). Depletion: — 
+are within 300 feet (90 m). Depletion: —
ENCHANTED ARMOR L
-evel: 1d6 + 3 
+evel: 1d6 + 3
-Form: Full suit of light, medium, or heavy armor 
+Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
-higher). 
+higher).
The additional Armor provided by the magic also applies to damage that often isnt reduced by typical armor, such as
-heat or cold damage (but not Intellect damage). 
+heat or cold damage (but not Intellect damage).
Depletion: —
-EXPLODING ARROW 
+EXPLODING ARROW
-Level: 1d6 
+Level: 1d6
-Form: Arrow with runes carved on the shaft and head 
+Form: Arrow with runes carved on the shaft and head
Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
d100 to determine the type of damage.
@@ -44498,31 +44498,31 @@
| 61-90 | Fire |
| 91-00 | Necromantic (harms only flesh) |
-Depletion: Automatic 
+Depletion: Automatic
-One advantage of an exploding arrow over a detonation cypher is that the arrow doesnt count toward your cypher limit. 
+One advantage of an exploding arrow over a detonation cypher is that the arrow doesnt count toward your cypher limit.
An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-EXPLORERS GLOVES 
+EXPLORERS GLOVES
-Level: 1d6 
+Level: 1d6
-Form: Thick but flexible-fingered leather gloves 
+Form: Thick but flexible-fingered leather gloves
Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
-while the gloves are activated, but taking any other action while climbing requires a new activation. 
+while the gloves are activated, but taking any other action while climbing requires a new activation.
Depletion: 1 in 1d20
FALCON CLOAK
-Level: 1d6 
+Level: 1d6
-Form: Cloak made of feathers 
+Form: Cloak made of feathers
Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
-distance each round, or up to 60 miles (97 km) per hour when traveling overland. 
+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
Depletion: 1 in 1d100
@@ -44533,216 +44533,216 @@
Level: 1d6 + 1
-Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds 
+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour. 
+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-GHOSTLY ARMOR 
+GHOSTLY ARMOR
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Full suit of light, medium, or heavy armor 
+Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
-normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor. 
+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
characters abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-defense. 
+defense.
Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
provides its full Armor value)
-To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34. 
+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-GLOVES OF AGILITY 
+GLOVES OF AGILITY
-Level: 1d6 
+Level: 1d6
-Form: Supple leather or cloth gloves 
+Form: Supple leather or cloth gloves
Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearers maximum Speed Pool by 5
(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
-restored with recovery rolls, healing magic, or similar effects). 
+restored with recovery rolls, healing magic, or similar effects).
-Depletion: — 
+Depletion: —
-GRUELMAKER 
+GRUELMAKER
-Level: 1d6 
+Level: 1d6
-Form: Clay bowl stamped with symbols of fish and birds 
+Form: Clay bowl stamped with symbols of fish and birds
Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
-person for one day (or two people if the artifact is level 5 or higher). 
+person for one day (or two people if the artifact is level 5 or higher).
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-GUARDIAN IDOL 
+GUARDIAN IDOL
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall 
+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
shapes. After that, if anything the idol doesnt recognize (and is larger than a mouse) comes within long range, it
spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
+twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
-HAND OF GLORY 
+HAND OF GLORY
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Dried humanoid hand with candle-tip fingers 
+Form: Dried humanoid hand with candle-tip fingers
Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
invisible, the user is specialized in stealth and Speed defense tasks. Thief s Passage: A locked or barred door or a
-container whose level is less than or equal to the hands level becomes unlocked when touched by the hand. 
+container whose level is less than or equal to the hands level becomes unlocked when touched by the hand.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-HELM OF WATER BREATHING 
+HELM OF WATER BREATHING
-Level: 1d6 
+Level: 1d6
Form: Green metal helm with a scaly or fishy motif Effect: The wearers head is enveloped in a tight bubble of air that
-constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on. 
+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-Depletion: 12 in 1d100 (check each day) 
+Depletion: 12 in 1d100 (check each day)
-HORN OF THUNDER 
+HORN OF THUNDER
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Large signal horn banded with metal and carved with runes 
+Form: Large signal horn banded with metal and carved with runes
Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
-Larger objects might also be toppled. 
+Larger objects might also be toppled.
Depletion: 1 in 1d10
-INSTANT LADDER 
+INSTANT LADDER
-Level: 1d6 
+Level: 1d6
-Form: Small lightweight metal rod with gem buttons 
+Form: Small lightweight metal rod with gem buttons
Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
-The ladder can be transformed back into its rod form from either end. 
+The ladder can be transformed back into its rod form from either end.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
sequence to expand or collapse it.
-LIGHTNING HAMMER 
+LIGHTNING HAMMER
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Massive silver hammer that crackles with electricity 
+Form: Massive silver hammer that crackles with electricity
Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
-outward that deal 5 points of damage to everyone within short range. 
+outward that deal 5 points of damage to everyone within short range.
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-MASTERCRAFT ARMOR 
+MASTERCRAFT ARMOR
-Level: 1d6 
+Level: 1d6
-Form: Armor of exceptional quality 
+Form: Armor of exceptional quality
-Effect: This armor grants its wearer an asset for Speed defense rolls. 
+Effect: This armor grants its wearer an asset for Speed defense rolls.
-Depletion: — 
+Depletion: —
-MASTERCRAFT WEAPON 
+MASTERCRAFT WEAPON
-Level: 1d6 
+Level: 1d6
-Form: Weapon of exceptional quality 
+Form: Weapon of exceptional quality
-Effect: This weapon grants its wielder an asset for attack rolls made with it. 
+Effect: This weapon grants its wielder an asset for attack rolls made with it.
-Depletion: — 
+Depletion: —
Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
Equipment, page 34.
-MINDSHIELD HELMET 
+MINDSHIELD HELMET
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Lightweight cloth, leather, or metal helmet 
+Form: Lightweight cloth, leather, or metal helmet
Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearers
-mind are hindered (or hindered by two steps if the artifact is level 7 or higher). 
+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-Depletion: — 
+Depletion: —
-NECROMANTIC WAND 
+NECROMANTIC WAND
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Bone wand carved with runes 
+Form: Bone wand carved with runes
Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
-destroyed. 
+destroyed.
This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
-but each “round of ammo” used or each additional target selected requires an additional depletion roll. 
+but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10
-PACK OF STORAGE 
+PACK OF STORAGE
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Leather backpack or haversack with multiple pockets
Effect: This packs mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
-as much as it is holding. 
+as much as it is holding.
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
-pack) 
+pack)
-POISONERS TOUCH 
+POISONERS TOUCH
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Very thin transparent glove with faint markings
Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
-damage again until either they succeed at the defense roll or five rounds pass, whichever comes first. 
+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-PROTECTION AMULET 
+PROTECTION AMULET
-Level: 1d6 
+Level: 1d6
-Form: Stylized amulet worn on a chain 
+Form: Stylized amulet worn on a chain
Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
of damage the amulet protects against.
@@ -44756,247 +44756,247 @@
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-RING OF FALL FLOURISHING 
+RING OF FALL FLOURISHING
-Level: 1d6 
+Level: 1d6
-Form: Gold band inscribed with feather wreath 
+Form: Gold band inscribed with feather wreath
-Effect: The wearer of the ring can fall any distance safely, landing easily and upright. 
+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
-RING OF INVISIBILITY 
+RING OF INVISIBILITY
-Level: 1d6 
+Level: 1d6
-Form: Gold band inscribed with characters that are revealed only if ring is heated 
+Form: Gold band inscribed with characters that are revealed only if ring is heated
Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
-and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason. 
+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-RING OF WISHES 
+RING OF WISHES
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Plain gold band 
+Form: Plain gold band
Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
-likely the GM will limit its effect.) 
+likely the GM will limit its effect.)
-Depletion: 13 in 1d6 
+Depletion: 13 in 1d6
-SHIELD OF TWO SKIES 
+SHIELD OF TWO SKIES
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Small hexagonal amulet 
+Form: Small hexagonal amulet
Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
-cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes. 
+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
Depletion: 1 in 1d100
SKILL RING
-Level: 1d6 
+Level: 1d6
-Form: Ring carved with sigils appropriate to its granted skill 
+Form: Ring carved with sigils appropriate to its granted skill
Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
-This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher). 
+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-Depletion: — 
+Depletion: —
-SMOOTH-STEPPING BOOTS 
+SMOOTH-STEPPING BOOTS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Pair of boots 
+Form: Pair of boots
Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
-surfaces (even vertically or upside down) as if under normal gravity. 
+surfaces (even vertically or upside down) as if under normal gravity.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
-SOUL-STEALING KNIFE 
+SOUL-STEALING KNIFE
-Level: 1d6 
+Level: 1d6
-Form: Night-black blade in which distant stars are sometimes visible 
+Form: Night-black blade in which distant stars are sometimes visible
Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
inflicts additional damage (ignores Armor) equal to the artifacts level. If damage from the dagger reduces a target to
0 health, the targets soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.) 
+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-yet consumed. After answering the third question, the soul is consumed. 
+yet consumed. After answering the third question, the soul is consumed.
Depletion: 1 in 1d20 (check each activation)
-SOVEREIGN KEY 
+SOVEREIGN KEY
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Slender golden key 
+Form: Slender golden key
Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
-than the artifact level, and locks open easily if their level is equal to or less than the artifact level. 
+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-SPELLBOOK OF ELEMENTAL SUMMONING 
+SPELLBOOK OF ELEMENTAL SUMMONING
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Weighty tome filled with pages of spell runes 
+Form: Weighty tome filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
-summoners bidding for up to one hour, unless it somehow breaks the geas created by the book. 
+summoners bidding for up to one hour, unless it somehow breaks the geas created by the book.
Depletion: 13 in 1d20
-STAFF OF BLACK IRON 
+STAFF OF BLACK IRON
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Staff of black iron set with an eye-shaped crystal headpiece 
+Form: Staff of black iron set with an eye-shaped crystal headpiece
-Effect: The wielder can use an action to gain one of the following effects. 
+Effect: The wielder can use an action to gain one of the following effects.
Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
-target follows any suggestion during its next turn that doesnt cause direct harm to itself or its allies. 
+target follows any suggestion during its next turn that doesnt cause direct harm to itself or its allies.
Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
-inflicting damage equal to the artifact level. 
+inflicting damage equal to the artifact level.
Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
-rolls). This effect is invisible and doesnt require them to hold a shield; merely touching the staff is sufficient. 
+rolls). This effect is invisible and doesnt require them to hold a shield; merely touching the staff is sufficient.
The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
lightning), but each requires a separate activation and depletion roll.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
STAFF OF HEALING
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Wooden staff capped with a golden icon 
+Form: Wooden staff capped with a golden icon
Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
-free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level). 
+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
Depletion: 1 in 1d10
-STAFF OF THE PROPHET 
+STAFF OF THE PROPHET
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Short wooden staff 
+Form: Short wooden staff
-Effect: The staff has three abilities, each of which requires an action to activate. 
+Effect: The staff has three abilities, each of which requires an action to activate.
Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
-can collapse it as an action. 
+can collapse it as an action.
Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
failed Might defense roll. The snake obeys the wielders verbal commands, but it cant do anything a regular snake
-couldnt do.
+couldnt do.
Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
-natural spring in the ground. 
+natural spring in the ground.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-STORM SHACK 
+STORM SHACK
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Miniature model of a simple wooden shack 
+Form: Miniature model of a simple wooden shack
Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
artifacts level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-model, which can be taken and reused. 
+model, which can be taken and reused.
Depletion: 1 in 1d100
-TRAP RUNESTONE 
+TRAP RUNESTONE
-Level: 1d6 
+Level: 1d6
-Form: Pouch with chalk, sealing wax, and an engraved runestone 
+Form: Pouch with chalk, sealing wax, and an engraved runestone
Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
-explosive spell scroll, a poisonous potion, and so on. 
+explosive spell scroll, a poisonous potion, and so on.
The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
artifacts trigger might be based on a creatures size or weight, a level 5 artifact can trigger based on a specific
-type of creature, and a level 6 artifact can trigger based on recognizing an individual creature. 
+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-Depletion: Automatic 
+Depletion: Automatic
-TUNNELING GAUNTLETS 
+TUNNELING GAUNTLETS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Oversized pair of metallic gauntlets with broad nails 
+Form: Oversized pair of metallic gauntlets with broad nails
Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
-that, the tunnel is subject to collapse. 
+that, the tunnel is subject to collapse.
Depletion: 1 in 1d20
-VORPAL SWORD 
+VORPAL SWORD
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Long sword that sometimes whispers and snickers aloud 
+Form: Long sword that sometimes whispers and snickers aloud
Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
-different effect). 
+different effect).
-Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material) 
+Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-WAND OF SPIDERS WEBBING 
+WAND OF SPIDERS WEBBING
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: White oak wand 
+Form: White oak wand
Effect: This wand produces a long-range stream of grey spiders webbing that entangles a target and holds it stuck to
nearby surfaces. Entangled victims cant move or take actions that require movement. Targets whose level is higher than
the wands level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
-was caught within it. 
+was caught within it.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-WHISPERER IN THE ETHER 
+WHISPERER IN THE ETHER
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Small crystal 
+Form: Small crystal
Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
@@ -45005,27 +45005,27 @@
right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
-guarding. 
+guarding.
The whisperers willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
reasons it will not explain. The whisperers knowledge base is broad but not omniscient. It cannot see the future, but
-it can often predict outcomes based on logic. 
+it can often predict outcomes based on logic.
Depletion: 1 in 1d20 (check each day)
WITCHS BROOM
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: A 6-foot (2 m) long wooden broom 
+Form: A 6-foot (2 m) long wooden broom
Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
-(160 km) per hour. 
+(160 km) per hour.
The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
time all tasks are hindered. After the hallucinations end, the bearers Intellect tasks are eased for the next ten
-minutes. 
+minutes.
Depletion: 1 in 1d20
@@ -45182,7 +45182,7 @@
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.
@@ -45232,14 +45232,14 @@
• 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:
• Trained in perception and Intellect defense rolls
-• Trained in Might and Speed defense rolls 
+• Trained in Might and Speed defense rolls
• Trained in two of the following: climbing, jumping, running, swimming
@@ -45252,13 +45252,13 @@
• Trained in perception and deception
-• Trained in intimidation and interaction 
+• Trained in intimidation and interaction
-• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point) 
+• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
• Add +2 to recovery rolls
-Wielding Supernatural Powers 
+Wielding Supernatural Powers
This type isnt 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
@@ -45345,7 +45345,7 @@
what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we dont worry
too much about what happens next. Its a one-shot scenario.
-TRAPPED IN FLAMES 
+TRAPPED IN FLAMES
The Premise: The characters work in a tall skyscraper. Suddenly, theres an explosion, and the fire alarms start
ringing!
@@ -46893,7 +46893,7 @@
Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-EXPOSURE
+EXPOSURE
The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
degrading.
@@ -49118,7 +49118,7 @@
details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-D100 HARMFUL MUTATIONS
+D100 HARMFUL MUTATIONS
Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
0110 Deformed leg: All movement tasks are hindered.
@@ -49264,7 +49264,7 @@
subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-D100 DISTINCTIVE MUTATIONS
+D100 DISTINCTIVE MUTATIONS
The following mutations involve dramatic physical changes to the characters appearance. People who have these mutations
are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
@@ -50116,7 +50116,7 @@
OPTIONAL RULES FOR SUPERHEROs
-Power Shifts
+Power Shifts
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
together interdimensional gateway devices in a few hours.
@@ -50194,13 +50194,13 @@
your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-GAINING MORE POWER SHIFTS
+GAINING MORE POWER SHIFTS
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the games
start.
-POWER STUNTS
+POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally cant do.
Examples:
@@ -50313,7 +50313,7 @@
| 14 | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer |
| 15 | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
-| Task Circumstances | Difficulty  |
+| Task Circumstances | Difficulty |
|------------------------------------------------------------------|-------------|
| Lifting the object as high as the character can reach | +0 |
| Lifting the object only partway off the ground | -1 |
@@ -50334,7 +50334,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the characters
roll to succeed.
-FEATS OF SPEED
+FEATS OF SPEED
A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
needed). This is basically a jog or a hustle, faster than a walk
@@ -50346,7 +50346,7 @@
faster. For a character trying to run more than a long distance as their entire action, use the following table to
determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-| Difficulty  | Running Distance | Notes |
+| Difficulty | Running Distance | Notes |
|-------------|--------------------|-----------------------------------------|
| 6 | 200 feet (60 m) | 19 mph (30 kph) |
| 8 | 250 feet (76 m) | 24 mph (39 kph); bear, Olympic sprinter |
@@ -50390,11 +50390,11 @@
change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
modification is generally equal to the devices level minus 1, which also determines how much time it takes to complete
-the modifications. 
+the modifications.
Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the devices
-level for the difficulty and creation time, but take half as long as the time listed. 
+level for the difficulty and creation time, but take half as long as the time listed.
A character modifying their own device eases the task. This applies whether the character built the device themselves or
theyve been repairing and tinkering with it long enough that they fully understand its workings.
@@ -50417,7 +50417,7 @@
the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
extent of the changes.
-FASTER CRAFTING IN A HIGH-TECH SETTING
+FASTER CRAFTING IN A HIGH-TECH SETTING
In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
conditions, the GM should ease
@@ -50444,7 +50444,7 @@
use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
twist to the game.
- GENERAL HORROR GM INTRUSIONS
+ GENERAL HORROR GM INTRUSIONS
The following GM intrusions work for most horror genres.
@@ -50497,7 +50497,7 @@
and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
require special actions (like Anecdote and Muscles of Iron).
-DEAD ALL ALONG
+DEAD ALL ALONG
A handful of people are forced to stick together under unusual circumstances—theyre survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -50514,7 +50514,7 @@
When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
module.
-FRAGILITY 
+FRAGILITY
Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
@@ -50529,7 +50529,7 @@
affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
Pools).
-GHOSTLY HELPERS 
+GHOSTLY HELPERS
In a horror story, its common for major characters to be killed or incapacitated, but in a horror RPG, that means the
player of a dead character doesnt have much to do. The Ghostly Helpers module gives players whose characters are out of
@@ -50570,7 +50570,7 @@
the GM doesnt know exactly how much each characters Pool changed, allow each PC to make a free recovery roll to
compensate for it.
-If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should   try to reset the PCs as
+If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
close as possible to their previous state, relying on the players recollection of which cyphers and XP belonged to each
character. As its unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
can allow each of them a free recovery roll to make up for it.
@@ -50723,7 +50723,7 @@
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way its a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -50767,7 +50767,7 @@
blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-POOR CHOICES
+POOR CHOICES
Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
@@ -50833,7 +50833,7 @@
• A character doesnt call the local authorities for help when they hear something dangerous.
-• A character ignores or rationalizes a weird noise. 
+• A character ignores or rationalizes a weird noise.
• A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
@@ -50855,9 +50855,9 @@
• A character tries to make peaceful contact with an obviously hostile entity. (“Its as frightened of us as we are of
it!”)
-• A character unlocks a door or disables a security system to let a scared stranger into a safe area. 
+• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-• A character doesnt bother to turn on the lights. 
+• A character doesnt bother to turn on the lights.
• A character uses an action taunting their foe.
@@ -50873,13 +50873,13 @@
• A character momentarily forgets how to do a simple action, like open or close a door.
-• A character forgets to put their phone on silent mode. 
+• A character forgets to put their phone on silent mode.
• A character imitates or makes fun of a creepy doll or statue.
• A character tries to help a child who has no reason for being there.
-POSSESSION 
+POSSESSION
Some demons have the ability to possess a living creature, taking over a characters body as if it were the demons own.
The demon must touch the character to attempt possession (even if the demons touch normally inflicts damage, the
@@ -50957,7 +50957,7 @@
the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
appropriate action, perhaps with input from the player).
-SHOCK LEVELS 
+SHOCK LEVELS
| Event | Level |
|---------------------------------------------------------------------------------------------------------|----------------|
@@ -51032,7 +51032,7 @@
and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
their skin turns golden). See the Curse table for a list of example curses.
-Preventing Curses 
+Preventing Curses
When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
curse being cast. Being trained in Intellect defense eases
@@ -51042,7 +51042,7 @@
Often, part of a curses effects is hindering curse resistance; thus, a character who already has one curse on them will
find defending against a second curse is more difficult (their task is hindered).
-Removing Curses 
+Removing Curses
Similar to poison and disease, curses arent automatically removed when a character makes a regular recovery roll.
Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
@@ -51052,7 +51052,7 @@
(such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
curse removal to do the deed.
-Curse Intrusions and Curse Mode 
+Curse Intrusions and Curse Mode
In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
@@ -51088,7 +51088,7 @@
While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PCs
situation worse.
-Curse Intrusions 
+Curse Intrusions
| d6 | Curse |
|-----|-------------------------------------------------------------------------|
@@ -51099,7 +51099,7 @@
| 5 | The character feels an overwhelming urge to start dancing. |
| 6 | The characters clothes are suddenly much too large. |
-Curse Table 
+Curse Table
Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
and the characters.
@@ -51109,7 +51109,7 @@
that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
very high level because the caster wants to make it very hard to get rid of.
-| D20  | Effect |
+| D20 | Effect |
|------|------------------------------------------------------------------|
| 1 | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.) |
| 2 | Becomes invisible |
@@ -51122,9 +51122,9 @@
| 9 | Forced to wear iron shoes (hinders all Speed actions) |
| 10 | Turned into a flower |
| 11 | Voice taken away |
-| 12 | Unable to remember their true love  |
+| 12 | Unable to remember their true love |
| 13 | Nose grows every time they tell a lie |
-| 14 | Positive social interactions are hindered  |
+| 14 | Positive social interactions are hindered |
| 15 | Number of points regained by a recovery roll is decreased by 1 |
| 16 | Grows weak (Effort on Might tasks cost +1 Might) |
| 17 | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
@@ -51132,7 +51132,7 @@
| 19 | Can no longer say, write, or spell their own name |
| 20 | No one else remembers or recognizes the character |
-Curse Removal Table 
+Curse Removal Table
Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
@@ -51202,13 +51202,13 @@
</tbody>
</table>
-Blessings 
+Blessings
When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
examples of positive GM intrusions that a blessed character might receive.
-Blessing Intrusions 
+Blessing Intrusions
| d6 | Blessing |
|-----|--------------------------------------------------------------------|
@@ -51219,7 +51219,7 @@
| 5 | Someone nearby just happens to have the thing the character needs. |
| 6 | A cypher or artifact works even better than expected. |
-Wishes 
+Wishes
Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
@@ -51302,11 +51302,11 @@
• Pot of fat
-• Pot of grease 
+• Pot of grease
• Ribbon
-• Rice (handful) 
+• Rice (handful)
• Straw
@@ -51318,7 +51318,7 @@
Moderate
-• Bird in a cage 
+• Bird in a cage
• Sewing shears
@@ -51476,7 +51476,7 @@
If a player has no XP to spend, they cant use a player intrusion.
-MINOR AND MAJOR SPECIAL EFFECT OPTIONS 
+MINOR AND MAJOR SPECIAL EFFECT OPTIONS
Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
@@ -51484,7 +51484,7 @@
can be overwhelming to a player trying to decide what their characters special effect might be. Here are a few special
effect options for players to use or be inspired by.
-Minor Effect Suggestions 
+Minor Effect Suggestions
• A weapon comes alive at the perfect moment and does a bit more damage to a foe.
@@ -51498,7 +51498,7 @@
• A magical attack hits the target and something they were holding, causing damage to both.
-Major Effect Suggestions 
+Major Effect Suggestions
• A weapon comes alive at the perfect moment and does a lot more damage to a foe.
@@ -51514,7 +51514,7 @@
• A shapeshifting or disguise spell or ability works so well that the foes familiar or companion runs off, afraid to
continue the fight.
-EQUIPMENT 
+EQUIPMENT
Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
using magic.
@@ -51563,11 +51563,11 @@
Every science fiction setting has an implicit level of advancement, which is the average degree of technological
sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
-all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short). 
+all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
which optional rules youd like to include from chapter 6, and maybe even help guide your creature choice from chapter
-9. 
+9.
On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
cite you if you dont stick inside a previously declared lane. The setting is your background for telling a compelling
@@ -51585,21 +51585,21 @@
QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to
-reach out and catch yourself. 
+reach out and catch yourself.
Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
-water, if the water were clear air. A little push sends you gliding. 
+water, if the water were clear air. A little push sends you gliding.
High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
-weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down. 
+weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
-white, as consciousness lapses. 
+white, as consciousness lapses.
Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
-high-energy photons that glow blue.) 
+high-energy photons that glow blue.)
Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
@@ -51614,25 +51614,25 @@
interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens arent exciting, but in
-a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions. 
+a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
-of space repeatedly, simply demonstrate it with a relevant GM intrusion. 
+of space repeatedly, simply demonstrate it with a relevant GM intrusion.
The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
are summarized here for ease of reference.
Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
-advanced drugs such as space-fit serum or space-fit nano-tabs. 
+advanced drugs such as space-fit serum or space-fit nano-tabs.
Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
-long-range weapons can reach to very long range. 
+long-range weapons can reach to very long range.
High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
-immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases. 
+immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
reach to very-long range.
@@ -51643,22 +51643,22 @@
gravity—tends to magnify small issues into much more significant ones. While Murphys Law (everything that can go wrong
will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagles Law
reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
-law, GMs can implement Void Rules. 
+law, GMs can implement Void Rules.
The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
a planets surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
-module, travel, and so on. 
+module, travel, and so on.
But that could change the moment something goes wrong—maybe a fault is recognized in the spacecrafts computer or
shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PCs spacecraft.
The spacecrafts orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
space, when a situation becomes complicated, it also becomes potentially deadly. Thats when you have the option to
-announce youve instituted Void Rules. 
+announce youve instituted Void Rules.
While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
-range doesnt normally continue to escalate. 
+range doesnt normally continue to escalate.
While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
much as possible by the realistic dangers space travel has on the human body and the situation at hand
@@ -51667,7 +51667,7 @@
imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
make the story better and more exciting. The option to roll is really only here if you cant decide (and are facing
decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
-situation. 
+situation.
EFFECTS OF VACUUM
@@ -51727,7 +51727,7 @@
| 02 | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
| 03 | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought). |
| 04 | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received. |
-| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.  |
+| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
| 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
LONG-TERM EXPOSURE TO ZERO G AND RADIATION
@@ -51750,7 +51750,7 @@
| 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
| 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-MOVING IN MICROGRAVITY 
+MOVING IN MICROGRAVITY
Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
at least a little time in microgravity can move as part of a routine action. Its only when something else distracting
@@ -51772,7 +51772,7 @@
When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that its not really
the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-Rulebook. 
+Rulebook.
However, if youd like to provide the PCs with more options designed especially for spacecraft combat, use these
optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
@@ -51784,14 +51784,14 @@
theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
-repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action. 
+repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs spacecraft as the ones the PCs are
firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
enemy ship manages to disable a system on the PCs ship on an attack, PCs can attempt repair tasks to get those systems
-back online on their turns. 
+back online on their turns.
The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
@@ -51819,7 +51819,7 @@
Compare the levels of the spacecraft involved in the conflict. If the PCs vehicle has the higher level, the difference
in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs vehicle has the
lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
-modification. 
+modification.
MISMATCHED TECH RATING
@@ -51827,9 +51827,9 @@
larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
effective level of the higher-rated vehicle by two steps.
-VEHICLE COORDINATION
+VEHICLE COORDINATION
If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
-coordinate, the attack is eased by two steps. 
+coordinate, the attack is eased by two steps.
SUPERIOR SHIP SYSTEMS
@@ -51841,32 +51841,32 @@
When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, its a “redline”
maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-with a concomitant risk. 
+with a concomitant risk.
To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
-at the enemy crafts weapons), but increases the GM intrusion range by two points. 
+at the enemy crafts weapons), but increases the GM intrusion range by two points.
A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
-step increases the GM intrusion range by another two points that round. 
+step increases the GM intrusion range by another two points that round.
Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammies ship
is caught in a decaying orbit over Venus, and the ship doesnt have enough power left to break out. She tells the GM
that shes going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
-a pretty decent chance of succeeding, except the GM intrusion range is now 15. 
+a pretty decent chance of succeeding, except the GM intrusion range is now 15.
If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
enough, but still falls within the increased GM intrusion range.
If youre looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
-probably crewing. 
+probably crewing.
After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
-next round beings. 
+next round beings.
Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
@@ -51877,7 +51877,7 @@
Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
wouldnt be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
-a fairly significant GM intrusion range. 
+a fairly significant GM intrusion range.
If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
@@ -51885,7 +51885,7 @@
A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-actually be fairly easily handled by PCs who fully understand their options. 
+actually be fairly easily handled by PCs who fully understand their options.
But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
@@ -51907,7 +51907,7 @@
The following ship systems might be found on larger spacecraft with room for more than a single pilot.
-Shipmind System Control: 
+Shipmind System Control:
Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
@@ -51920,12 +51920,12 @@
A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
-weapon systems it possesses, if each station is crewed. 
+weapon systems it possesses, if each station is crewed.
Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
from.
-WEAPON SYSTEM GM INTRUSIONS 
+WEAPON SYSTEM GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------|
@@ -51941,7 +51941,7 @@
Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
-station pilots the ship from place to place in space. 
+station pilots the ship from place to place in space.
Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
from.
@@ -51950,9 +51950,9 @@
characters craft. The PCs spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
hull or shields, so theres no significant damage.
-PILOTING SYSTEM GM INTRUSIONS 
+PILOTING SYSTEM GM INTRUSIONS
-| d6 | GM Intrusions  |
+| d6 | GM Intrusions |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
| 01 | Starcraft drive stutters, off-line next turn, unless quickly repaired. |
| 02 | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn. |
@@ -51965,21 +51965,21 @@
A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-each round as stations systems it possesses, if each one is crewed. 
+each round as stations systems it possesses, if each one is crewed.
Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
options to choose from.
-PILOTING SYSTEM GM INTRUSIONS 
+PILOTING SYSTEM GM INTRUSIONS
-| d6 | GM Intrusions  |
+| d6 | GM Intrusions |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 01 | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round. |
| 02 | Sensors compromised, all spacecraft tasks hindered this round. |
| 03 | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed. |
| 04 | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again. |
| 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
-| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.  |
+| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
OPTIONAL: COMMAND
@@ -51990,9 +51990,9 @@
BRIDGE COMBAT AT THE TABLE
-Running a combat using these extended rules is straightforward. 
+Running a combat using these extended rules is straightforward.
-Know your stuff: First, familiarize yourself with the material. 
+Know your stuff: First, familiarize yourself with the material.
Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
@@ -52002,13 +52002,13 @@
Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
so everyone can see. Itll make a huge difference in how your space combat plays out. The status tracker allows you (and
the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
-the easing and hindering in your heads, or having to write them out each time. 
+the easing and hindering in your heads, or having to write them out each time.
Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
-different ships, or separate copies of this status tracker for each additional enemy spacecraft. 
+different ships, or separate copies of this status tracker for each additional enemy spacecraft.
At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
@@ -52037,22 +52037,22 @@
PC WEAPON SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Targeting Task | Hindrance | Effect on Target Craft |
|----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
| Disable weapons | Two steps | One or more of the targets weapons disabled |
-| Disable defenses (if applicable) | Two steps | Attacks against the target are eased  |
-| Disable engine/drive | Three steps | Target cannot move, or movement is hampered  |
+| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
+| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
| Disable maneuverability | Two steps | Target cannot alter its present course |
| Strike power core or vital spot | Five steps | Target is completely destroyed |
-| Attempt target lock | | Spend one round aiming, the next attack is eased  |
+| Attempt target lock | | Spend one round aiming, the next attack is eased |
| Coordinate fire | | If PCs ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesnt make a separate attack) |
| Redline attack | | Overcharge weapons, ricochet shot, or some other risky gamble |
-PC PILOTING SYSTEM OPTIONS  
+PC PILOTING SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Piloting Task | Hindrance | Effect on Target Craft |
|---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -52065,9 +52065,9 @@
| Fly in formation | | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
| Redline maneuver | | Spinning, flying through a dangerous region, or some other gamble |
-PC SCIENCE AND ENGINEERING SYSTEM OPTIONS  
+PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. 
+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PCs craft) |
|------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -52075,10 +52075,10 @@
| Tactical scane | One step | Learn the level of identified enemy spacecraft |
| Deep scan | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task) |
| Jam/Hack | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps |
-| Open comunications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge  |
-| Reconfigure station | | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action  |
-| Effect repair | | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage.  |
-| Redline science/engineering | | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit  |
+| Open comunications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
+| Reconfigure station | | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
+| Effect repair | | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
+| Redline science/engineering | | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
OPTIONAL RULE: PSIONICS
@@ -52096,10 +52096,10 @@
psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
stick with the one.
-FIRST PSI ABILITY 
+FIRST PSI ABILITY
Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
-how the character unlocked it. 
+how the character unlocked it.
Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability cant be used
@@ -52115,11 +52115,11 @@
deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-MORE PSI ABILITIES 
+MORE PSI ABILITIES
Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the characters
-mental development has progressed. 
+mental development has progressed.
Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
@@ -52132,7 +52132,7 @@
and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
Pool costs. Extra time or physical effort isnt required to manifest them. Thats because theyve trained to use those
-abilities, rather than having stumbled upon them accidentally like a latent character. 
+abilities, rather than having stumbled upon them accidentally like a latent character.
Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
like other characters, with the same limitations.
@@ -52142,14 +52142,14 @@
another character might shoot a laser pistol, theyve got some flexibility. Such a PC can replace up to three abilities
granted by their type and/or focus with three other psionic abilities theyve unlocked as a latent ability of the same
tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
-a fresh mind, and must be done soon after a ten-hour recovery. 
+a fresh mind, and must be done soon after a ten-hour recovery.
MORE POWERFUL PSIONICS
As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
-lots of time); instead, the user simply pays their Pool costs to use them. 
+lots of time); instead, the user simply pays their Pool costs to use them.
OPTIONAL RULE: POSTHUMAN UPGRADES
@@ -52157,12 +52157,12 @@
significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
-level of characters. 
+level of characters.
INTRODUCING UPGRADES TO YOUR SETTING
You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
-“free,” mechanically speaking. After that, you might decide that thats enough and theyre done. 
+“free,” mechanically speaking. After that, you might decide that thats enough and theyre done.
Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
@@ -52172,32 +52172,32 @@
Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
setting demands it. Narrative options include (but are not limited to):
- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
+ • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-stars. 
+ • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
+stars.
-• PCs are children of a far-future civilization that routinely upgrades its citizens. 
+• PCs are children of a far-future civilization that routinely upgrades its citizens.
Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
-should have that same advantage. Narrative options include (but are not limited to): 
+should have that same advantage. Narrative options include (but are not limited to):
• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
-the process of healing them from other injuries. 
+the process of healing them from other injuries.
• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
installed—to serve some specific purpose.
- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
+ • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
POSTHUMAN PACKAGES
Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
-your PCs gain. 
+your PCs gain.
Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
@@ -52206,44 +52206,44 @@
adjuvants if they travel in space, such as space-fit serum)
Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
-to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler. 
+to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
-hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler. 
+hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
-touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler. 
+touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
POSTHUMAN POWER SHIFTS
-A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook. 
+A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They dont
count toward a characters maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-into specific categories, which include (but are not necessarily limited to): 
+into specific categories, which include (but are not necessarily limited to):
-> Accuracy: All attack rolls 
+> Accuracy: All attack rolls
>
-> Dexterity: Movement, acrobatics, initiative, and Speed defense 
+> Dexterity: Movement, acrobatics, initiative, and Speed defense
>
-> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls) 
+> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
>
-> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks 
+> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
>
-> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls 
+> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
>
-> Resilience: Might defense rolls and Armor (+1 per shift) 
+> Resilience: Might defense rolls and Armor (+1 per shift)
>
-> Single Attack: Attack rolls and damage (3 additional points per shift) 
+> Single Attack: Attack rolls and damage (3 additional points per shift)
>
> Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
-> points of damage per shift) but not attack rolls 
+> points of damage per shift) but not attack rolls
Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
@@ -52281,10 +52281,10 @@
All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
-purposes, thats either a routine task, or a low-difficulty one (assuming no complicating factors are at play). 
+purposes, thats either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
-error, but occasionally because of a moon or extreme gravity source being someplace unforeseen. 
+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
trajectory on a failed piloting task, the difficulty determined by the situation.
@@ -52301,7 +52301,7 @@
Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black holes
event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
-fantastic tech-rated gravity nullifier isnt in use) suffer 1 point of ambient damage each round. 
+fantastic tech-rated gravity nullifier isnt in use) suffer 1 point of ambient damage each round.
A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
@@ -52334,7 +52334,7 @@
Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-fantastic settings, or possibly in solar systems other than Earths. 
+fantastic settings, or possibly in solar systems other than Earths.
Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
@@ -52347,7 +52347,7 @@
spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroids
spin, then slide into the cramped space.
-SHIP COLLISION DAMAGE TRACK 
+SHIP COLLISION DAMAGE TRACK
| Number of Collisions | Effect |
|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -52374,7 +52374,7 @@
Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
-at all and thus continue to move through the abnormal spaces that FTL transit posits. 
+at all and thus continue to move through the abnormal spaces that FTL transit posits.
Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PCs craft while in FTL
transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
@@ -52412,7 +52412,7 @@
tech predominates. They are convenient in circumstances where ones hands are full or otherwise engaged, when verbal
direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
-to performing tasks any better. 
+to performing tasks any better.
Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
@@ -52469,12 +52469,12 @@
Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
-function, usually made of unknown materials that people of the setting dont recognize and cant analyze. 
+function, usually made of unknown materials that people of the setting dont recognize and cant analyze.
Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
at all.
-KARDASHEV SCALE
+KARDASHEV SCALE
Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
@@ -52482,12 +52482,12 @@
energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
-manipulation of the universe (Type IV) and even the multiverse (Type V). 
+manipulation of the universe (Type IV) and even the multiverse (Type V).
OPTIONAL RULES FOR VEHICLES & SPACECRAFT
Vehicle: Technically speaking, spacecraft are also vehicles. Unless its important to make a distinction, assume all
-guidance here regarding “vehicles” also applies to spacecraft. 
+guidance here regarding “vehicles” also applies to spacecraft.
Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planets atmosphere.
@@ -52495,12 +52495,12 @@
spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
referred to as a starship.
-VARIABLE COST BY TECH RATING 
+VARIABLE COST BY TECH RATING
Vehicle costs assume the setting is predominantly of the same tech rating as the vehicles tech rating. However, the
-price might drop by a price category if the setting tech rating is predominantly greater than the vehicles rating. 
+price might drop by a price category if the setting tech rating is predominantly greater than the vehicles rating.
-CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS 
+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
@@ -52518,14 +52518,14 @@
of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
to the environment through which they can fire weapons (so that its not really the characters fighting, but the
-vehicles), use the vehicular combat rules from the CSR. 
+vehicles), use the vehicular combat rules from the CSR.
If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
kinds of additional options.
DRIVERLESS VEHICLES
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
+ If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
are automatically completed (or failed) according to the vehicles level, though all such self-driving tasks are
hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
@@ -52535,130 +52535,130 @@
LOOKING FOR MORE VEHICLE OPTIONS
- A representative cross section of vehicles is provided. If youre looking for something that isnt noted, use something
+ A representative cross section of vehicles is provided. If youre looking for something that isnt noted, use something
close and adapt the listing.
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-CUSTOMIZING VEHICLES
+CUSTOMIZING VEHICLES
Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
such an upgrade is very expensive to exorbitant.
PLANETARY VEHICLE LISTING
-CYCLES 
+CYCLES
-CONTEMPORARY 
+CONTEMPORARY
-Motorcycle, dirt bike 
+Motorcycle, dirt bike
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
-wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces). 
+wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-Motorcycle, cruiser 
+Motorcycle, cruiser
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
-mph) during long-distance travel. 
+mph) during long-distance travel.
-ADVANCED 
+ADVANCED
-Motorcycle, battle 
+Motorcycle, battle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
-long-distance travel. 
+long-distance travel.
-Motorcycle, omni-terrain 
+Motorcycle, omni-terrain
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
-during long-distance travel. 
+during long-distance travel.
-Vacuum cycle 
+Vacuum cycle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
sometimes a passenger), providing the rider Armor 1 (though if damage is taken, its likely a breach has occurred).
Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
-km/h (50 mph) during long-distance travel. 
+km/h (50 mph) during long-distance travel.
-FANTASTIC 
+FANTASTIC
-Hover speedster 
+Hover speedster
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
-distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel. 
+distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-Hard-light cycle 
+Hard-light cycle
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
maximum gradient shouldnt exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
-distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel. 
+distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-Hover speedster, battle 
+Hover speedster, battle
-level 6 (18) 
+level 6 (18)
Very Expensive
As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
deployable swivel long-range energy weapons that inflict 9 points of damage.
-Instant cycle 
+Instant cycle
-Variable 
+Variable
-Exorbitant 
+Exorbitant
As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-CARS
+CARS
Buying a car at the bottom of its price range usually means the car isnt top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
@@ -52679,42 +52679,42 @@
CONTEMPORARY
-Car, used 
+Car, used
-level 3 (9) 
+level 3 (9)
-Expensive to Very Expensive 
+Expensive to Very Expensive
Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
-round on paved surfaces or an average of 80 km/h (50 mph) during extended trips. 
+round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-Car, sedan 
+Car, sedan
-level 4 (12) 
+level 4 (12)
-Expensive to Very Expensive 
+Expensive to Very Expensive
As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
during extended trips.
-Car, sports 
+Car, sports
-level 6 (18) 
+level 6 (18)
-Very Expensive to Exorbitant 
+Very Expensive to Exorbitant
Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
-extended trips. 
+extended trips.
-Car, utility 
+Car, utility
-level 4 (12) 
+level 4 (12)
-Expensive to Very Expensive 
+Expensive to Very Expensive
Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
(though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
@@ -52723,42 +52723,42 @@
ADVANCED
-Hovercar 
+Hovercar
-level 4 
+level 4
-Very Expensive 
+Very Expensive
Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
-long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel. 
+long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-Land ark 
+Land ark
level 5 (15)
- Exorbitant 
+ Exorbitant
Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
either to house one or more families, support scientific research, exploration, spying, or configured for some other
purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
-paved surfaces, though a land ark rarely finds roads). 
+paved surfaces, though a land ark rarely finds roads).
-Land ark, battle 
+Land ark, battle
-level 5 (15) 
+level 5 (15)
-Exorbitant x2 
+Exorbitant x2
-As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space. 
+As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-Moon buggy 
+Moon buggy
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, its likely a breach has
@@ -52766,22 +52766,22 @@
moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
average of 64 km/h (40 mph) during long-distance travel.
-FANTASTIC
-Car, flying 
+FANTASTIC
+Car, flying
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
-distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel. 
+distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-Car, smart 
+Car, smart
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
@@ -52796,7 +52796,7 @@
| 01 | Vehicle runs out of fuel or power (but not inflight). |
| 02 | Extreme turbulence threatens to cause a loss of control inflight |
| 03 | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
-| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it.  |
+| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
| 05 | Landing gear is damaged, making eventual landing problematic. |
| 06 | Unexpectedly tall terrain feature threatens imminent collision. |
| 07 | Vehicle takes damage and threatens to detonate its power source |
@@ -52806,112 +52806,112 @@
CONTEMPORARY
-Airplane, basic 
+Airplane, basic
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
-km/h (140 mph) during extended trips. 
+km/h (140 mph) during extended trips.
-Helicopter 
+Helicopter
level 3 (9)
-Exorbitant 
+Exorbitant
Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
-trips. 
+trips.
-Fighter jet 
+Fighter jet
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
during extended trips.
-ADVANCED
-Cloud surfing board 
+ADVANCED
+Cloud surfing board
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
-it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus. 
+it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-Jetpack 
+Jetpack
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
(requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
-during long-distance travel, though the pack must be refueled every 1000 miles. 
+during long-distance travel, though the pack must be refueled every 1000 miles.
-VTOL hyperjet 
+VTOL hyperjet
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
- VTOL stealthjet 
+ VTOL stealthjet
-level 3 (9) 
+level 3 (9)
Exorbitant
-As VTOL hyperjet, but with superior stealth instead of superior weapons. 
+As VTOL hyperjet, but with superior stealth instead of superior weapons.
-VTOL seawing 
+VTOL seawing
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
-a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater. 
+a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-Zeppelin, yacht 
+Zeppelin, yacht
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
either to house one or more families, support scientific research, exploration, spying, or configured for some other
purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
extended travel (half or double that depending on air conditions).
-FANTASTIC
-Hoverboard 
+FANTASTIC
+Hoverboard
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
-Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel. 
+Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
Orb, personal
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
@@ -52919,22 +52919,22 @@
distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
hours. Personal orbs are usually single-use transports.
-Hard-light jet 
+Hard-light jet
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
-(5,000 mph) during extended trips, and can even make low-orbit rendezvous. 
+(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-Teleportation disc 
+Teleportation disc
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
@@ -52949,7 +52949,7 @@
| 01 | Vehicle begins taking on water due to minor leak. |
| 02 | Vehicle capsizes |
| 03 | Vehicle begins to sink due to major leak caused by structural flaw. |
-| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it.  |
+| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
| 05 | Power source unexpectedly dies. |
| 06 | Unmapped underwater terrain feature threatens/causes imminent collision. |
| 07 | Vehicle takes damage and threatens to detonate its power source. |
@@ -52959,59 +52959,59 @@
CONTEMPORARY
-Jet ski 
+Jet ski
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
-distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water). 
+distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-Motorboat 
+Motorboat
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
-moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2. 
+moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-Motorboat, performance 
+Motorboat, performance
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
-As motorboat, but can reach speeds over 128 km/h (80 mph). 
+As motorboat, but can reach speeds over 128 km/h (80 mph).
-Submersible, personal 
+Submersible, personal
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
-or manipulating the environment without customization. 
+or manipulating the environment without customization.
-Yacht 
+Yacht
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
-movement rates in choppy water). 
+movement rates in choppy water).
-Gunboat, fast attack craft 
+Gunboat, fast attack craft
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
@@ -53019,21 +53019,21 @@
operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-Submarine 
+Submarine
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
-operate. 
+operate.
-Warship, destroyer
-level 4 (12) 
+Warship, destroyer
+level 4 (12)
-Priceless 
+Priceless
Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
@@ -53041,100 +53041,100 @@
each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
central coordination to operate.
-ADVANCED
-Sub, waterglide 
+ADVANCED
+Sub, waterglide
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
-very long distance each round or up to 370 km/h (230 mph) on extended trips. 
+very long distance each round or up to 370 km/h (230 mph) on extended trips.
-Yacht, hydroplane 
+Yacht, hydroplane
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
-capsizing. 
+capsizing.
Submarine, supercavitation
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
distance each round or up to 370 km/h (230 mph) on extended trips.
FANTASTIC
-Manta 
+Manta
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
extended trips.
MECHS AND TANKS
-CONTEMPORARY 
+CONTEMPORARY
Tank
- level 4 (12) 
+ level 4 (12)
-Exorbitant 
+Exorbitant
Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
-to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces. 
+to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-ADVANCED 
+ADVANCED
-Mech, loader 
+Mech, loader
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
-hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips. 
+hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-Mech, infantry 
+Mech, infantry
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
-or up to 72 km/h (45 mph) on extended trips. 
+or up to 72 km/h (45 mph) on extended trips.
-Mech, interceptor 
+Mech, interceptor
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
-superior weapons, defense, or speed, but that doubles the cost. 
+superior weapons, defense, or speed, but that doubles the cost.
-FANTASTIC 
+FANTASTIC
-Colossal battle mech 
+Colossal battle mech
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
@@ -53143,13 +53143,13 @@
as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
for brief periods.
-SPACECRAFT LISTING 
+SPACECRAFT LISTING
Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
-information to plot and fly to their destinations. 
+information to plot and fly to their destinations.
PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
@@ -53173,7 +53173,7 @@
SPACECRAFT UPKEEP
Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
-of the spacecraft determines upkeep. 
+of the spacecraft determines upkeep.
| Level | Upkeep Cost |
|-------|----------------|
@@ -53210,18 +53210,18 @@
CONTEMPORARY POWER
Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
-systems, including powering ion drives. 
+systems, including powering ion drives.
RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
-of an RTG is an embedded mass of atomic isotope, such as plutonium-238. 
+of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-CONTEMPORARY DRIVES 
+CONTEMPORARY DRIVES
Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
the rockets base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-are the primary constituent of a heavy-lift launch spacecraft. 
+are the primary constituent of a heavy-lift launch spacecraft.
Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
@@ -53234,12 +53234,12 @@
Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
-system without an atmosphere). 
+system without an atmosphere).
-ADVANCED DRIVES 
+ADVANCED DRIVES
Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
-version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint. 
+version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
@@ -53247,21 +53247,21 @@
FANTASTIC
-FANTASTIC POWER 
+FANTASTIC POWER
Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
-reaction so it can be harnessed for power. 
+reaction so it can be harnessed for power.
Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
-energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole. 
+energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
-initial resources required to build the generator. 
+initial resources required to build the generator.
-FANTASTIC DRIVES 
+FANTASTIC DRIVES
Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
@@ -53271,14 +53271,14 @@
Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
-1000 times the speed of light at maximum power. 
+1000 times the speed of light at maximum power.
Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
-time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end). 
+time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
@@ -53290,7 +53290,7 @@
Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-if not caught and quickly dealt with. In fact, that very complexity exacts a toll. 
+if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
@@ -53298,35 +53298,35 @@
CONTEMPORARY
-Space Capsule 
+Space Capsule
-level 1 (3) 
+level 1 (3)
-Priceless 
+Priceless
Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
-water for recovery by watercraft. 
+water for recovery by watercraft.
-Rocket, heavy-lift launch 
+Rocket, heavy-lift launch
-level 2 (6) 
+level 2 (6)
-Priceless 
+Priceless
Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
-pads where they can be refurbished and refueled. 
+pads where they can be refurbished and refueled.
-Shuttle, launch 
+Shuttle, launch
-level 3 (9) 
+level 3 (9)
-Priceless 
+Priceless
As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
@@ -53339,163 +53339,163 @@
accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-SPACECRAFT
+SPACECRAFT
Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
advanced spacecraft cant land on a planets surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
-Wafercraft, exploration 
+ADVANCED
+Wafercraft, exploration
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
-of months (but decades in objective time). 
+of months (but decades in objective time).
-Microcapsule 
+Microcapsule
-level 2 (6) 
+level 2 (6)
-Very Expensive 
+Very Expensive
As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
usually doesnt have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
-construction tasks without exiting the vehicle. 
+construction tasks without exiting the vehicle.
-Microcapsule, fighter (dart) 
+Microcapsule, fighter (dart)
-level 1 (3) 
+level 1 (3)
-Very Expensive x2 
+Very Expensive x2
-As microcapsule, but with a laser cannon weapon system capable of targeting another craft. 
+As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-Spacecraft, racer 
+Spacecraft, racer
-level 1 (3) 
+level 1 (3)
-Exorbitant 
+Exorbitant
A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
-interplanetary distances are halved in a racer. Mostly used for competition or as couriers. 
+interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-Spacecraft, freighter 
+Spacecraft, freighter
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
-propulsion. Can land and take off from low-gravity moons and dwarf planets. 
+propulsion. Can land and take off from low-gravity moons and dwarf planets.
-Spaceplane 
+Spaceplane
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
external network of controllers.
-Spaceplane, combat (claw) 
+Spaceplane, combat (claw)
-level 2 (6) 
+level 2 (6)
-Exorbitant x2 
+Exorbitant x2
As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
-of transport. 
+of transport.
-Spacecraft, solar sail 
+Spacecraft, solar sail
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
-land or ascend from a planetary surface. 
+land or ascend from a planetary surface.
-Spacecraft, dragonfly class 
+Spacecraft, dragonfly class
-level 3 (9) 
+level 3 (9)
-Exorbitant x2 
+Exorbitant x2
Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
-system. 
+system.
-Spacecraft, exploration class 
+Spacecraft, exploration class
-level 4 (12) 
+level 4 (12)
-Exorbitant x3 
+Exorbitant x3
As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
-situ analysis. 
+situ analysis.
-Spacecraft, corvette class 
+Spacecraft, corvette class
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
-with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets. 
+with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-Spacecraft, destroyer class 
+Spacecraft, destroyer class
level 5 (15)
- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
+ Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
-microcapsule fighters (darts). 
+microcapsule fighters (darts).
-Spacecraft, dreadnought 
+Spacecraft, dreadnought
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
-spaceplanes. 
+spaceplanes.
Skyhook
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
the cable as the tether passes, and are then flung into orbit by the stations massive rotation. The skyhook can
decelerate and safely de-orbit other payloads in the same way.
-Space elevator 
+Space elevator
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
@@ -53512,152 +53512,152 @@
FANTASTIC
-Dagger fighter 
+Dagger fighter
-level 1 (3) 
+level 1 (3)
-Very Expensive 
+Very Expensive
A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
-as a capital class starship with suitable docking bays. 
+as a capital class starship with suitable docking bays.
-Starship, cargo/passenger 
+Starship, cargo/passenger
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
-and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered. 
+and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-Starship, solo fighter 
+Starship, solo fighter
level 2 (6)
- Exorbitant 
+ Exorbitant
A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
-travel. 
+travel.
-Starship, general purpose 
+Starship, general purpose
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
-as a particle cannon. 
+as a particle cannon.
-Starship, discovery class 
+Starship, discovery class
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
-sufficient resources, granting it superior weapons. 
+sufficient resources, granting it superior weapons.
-Starship, warship class 
+Starship, warship class
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-Starship, capital class 
+Starship, capital class
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
-squadrons of fifteen dagger fighter starships. 
+squadrons of fifteen dagger fighter starships.
-Starship, omega class 
+Starship, omega class
-level 10 (30) 
+level 10 (30)
-Priceless 
+Priceless
Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-STELLAR GATE
+STELLAR GATE
Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
rating, no matter how small.
-FANTASTIC
-Gate, planetary 
+FANTASTIC
+Gate, planetary
-level 3 (9) 
+level 3 (9)
-Priceless 
+Priceless
A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
-to support each new wormhole opening. 
+to support each new wormhole opening.
-Gate, interplanetary 
+Gate, interplanetary
-level 4 (12) 
+level 4 (12)
-Priceless 
+Priceless
As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
-system. 
+system.
-Gate, star 
+Gate, star
-level 5 (15) 
+level 5 (15)
-Priceless 
+Priceless
As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
-light-years. 
+light-years.
-Gate, galactic 
+Gate, galactic
-level 6 (18) 
+level 6 (18)
-Priceless 
+Priceless
As planetary gate, but six times as large and connects gate structures that lie between locations within a single
-galaxy. 
+galaxy.
-Gate, intergalactic 
+Gate, intergalactic
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
-across the entire breadth of the universe. 
+across the entire breadth of the universe.
-Gate, interdimensional 
+Gate, interdimensional
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As planetary gate, but connects gate structures that lie in alternate dimensions.
-SPACE-TIME VEHICLES
+SPACE-TIME VEHICLES
Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
limiting their availability even further. As with stellar gates, space-time vehicles are so complex that its likely
@@ -53666,20 +53666,20 @@
FANTASTIC
-Car, temporal/dimensional 
+Car, temporal/dimensional
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
-Enormous power requirements require recharge period of several days between each use. 
+Enormous power requirements require recharge period of several days between each use.
-Matrix, temporal 
+Matrix, temporal
-level 8 (24) 
+level 8 (24)
-Priceless 
+Priceless
An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
@@ -53689,35 +53689,35 @@
Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere. 
+fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-A couple of examples of such artifacts are presented here. 
+A couple of examples of such artifacts are presented here.
-GATE RING 
+GATE RING
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Wearable ring of unknown material 
+Form: Wearable ring of unknown material
Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
-otherwise gained information about it before using the function). 
+otherwise gained information about it before using the function).
Depletion: Automatic (if gate is formed)
-FRACTAL TRAVELER 
+FRACTAL TRAVELER
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Goggle-like device of unknown material 
+Form: Goggle-like device of unknown material
Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
time the wearer seems to disappear from existence. From the wearers perspective, they are falling through an
ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
end of that period they return to existence, either in the same location they left or somewhere theyve previously
-visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased. 
+visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
Depletion: 1 in 1d6
@@ -53729,14 +53729,14 @@
Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-CRAFTING CYPHERS 
+CRAFTING CYPHERS
1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
what level of cypher theyre trying to create, which must be in the level range for the cypher as listed in the Cypher
System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-its level range, and should always be treated as a level 6 cypher when crafted by a PC. 
+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
@@ -53746,25 +53746,25 @@
|--------------|--------------------------|
| 1 | One inexpensive item |
| 2 | Two inexpensive items |
-| 3  | One moderate item |
+| 3 | One moderate item |
| 4 | Two moderate items |
-| 5 | Three moderate items  |
+| 5 | Three moderate items |
| 6 | One expensive item |
| 7 | Two expensive items |
| 8 | Three expensive items |
| 9 | One very expensive item |
-| 10  | Two very expensive items |
+| 10 | Two very expensive items |
3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
-skill) to do this sort of crafting; the character cannot attempt the task at all. 
+skill) to do this sort of crafting; the character cannot attempt the task at all.
4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
-they have to spend less time on crafting it. See the table below. 
+they have to spend less time on crafting it. See the table below.
For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
@@ -53787,11 +53787,11 @@
5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
-crafting task assessed as difficulty 5 requires five subtask successes. 
+crafting task assessed as difficulty 5 requires five subtask successes.
The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
-intervals over the course of the full time required to craft the item. 
+intervals over the course of the full time required to craft the item.
> If at any point the crafter fails on a subtask, the item isnt ruined. Instead, the character only wasted the time
> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
@@ -53823,7 +53823,7 @@
Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
-ritual takes from start to finish, once the preparations (if any) are complete. 
+ritual takes from start to finish, once the preparations (if any) are complete.
DIFFICULTY AND SUBTASKS
@@ -53834,21 +53834,21 @@
magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
-at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4. 
+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
If at any point the PC fails a subtask, the ritual isnt automatically ruined, but it costs time—a failure means the
time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
the ritual (perhaps equal to half the rituals overall level) means the whole thing needs to be started again. Skills,
assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
-the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. 
+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
POOL INVESTMENT
Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
-necessary to prevent a participating PC from dying during the ritual). 
+necessary to prevent a participating PC from dying during the ritual).
ACCELERATED PERFORMANCE
@@ -53857,7 +53857,7 @@
a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-EXAMPLE RITUALS 
+EXAMPLE RITUALS
The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
@@ -53866,18 +53866,18 @@
UNDERSTANDING THE EXAMPLES
-Each ritual is described in the following format. 
+Each ritual is described in the following format.
Level: The overall level of the ritual, which determines how many subtasks it has.
-Time: The preparation time (if any) and performance time. 
+Time: The preparation time (if any) and performance time.
-Roles: Things other characters can do to participate and help. 
+Roles: Things other characters can do to participate and help.
-Side Effects: Negative consequences for failed rolls or GM intrusions.
-Reagents: Resources that can help success. 
+Side Effects: Negative consequences for failed rolls or GM intrusions.
+Reagents: Resources that can help success.
-Pool: What kind of Pool points the ritual costs. 
+Pool: What kind of Pool points the ritual costs.
Other Assets: Kinds of abilities that can help success.
@@ -53887,20 +53887,20 @@
that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
-ritual merely gains its attention and gives the characters the opportunity to speak their case. 
+ritual merely gains its attention and gives the characters the opportunity to speak their case.
-Level: The level of the entity 
+Level: The level of the entity
-Time: Four hours of preparation, one hour of performance 
+Time: Four hours of preparation, one hour of performance
-Roles: Chanting, lighting candles, holding gifts/reagents 
+Roles: Chanting, lighting candles, holding gifts/reagents
Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
-entity will consider answering) 
+entity will consider answering)
-Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement 
+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Knowledge or control of similar entities
@@ -53913,26 +53913,26 @@
prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
the living or unfulfilled tasks completed). If the characters dont comply, they must magically threaten or compel the
-spirit to obey. 
+spirit to obey.
-Level: The level of the dead spirit 
+Level: The level of the dead spirit
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Chanting, holding hands in a circle, manipulating a spirit device 
+Roles: Chanting, holding hands in a circle, manipulating a spirit device
-Side Effects: Haunting, possession 
+Side Effects: Haunting, possession
-Reagents: Mementos of the spirits life, the spirits former physical remains, a person or creature to possess 
+Reagents: Mementos of the spirits life, the spirits former physical remains, a person or creature to possess
-Pool: Might or Intellect 
+Pool: Might or Intellect
-Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit 
+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
accordingly.
-CONJURE DEMON 
+CONJURE DEMON
Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
@@ -53940,24 +53940,24 @@
than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
-for the unwanted summoning). 
+for the unwanted summoning).
-Level: The level of the demon 
+Level: The level of the demon
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle 
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession 
+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
-representing anger, destruction, or hatred (according to the desired service) 
+representing anger, destruction, or hatred (according to the desired service)
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Knowledge or control of similar entities, secret name of the demon
-CONJURE DEVIL 
+CONJURE DEVIL
Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
@@ -53967,22 +53967,22 @@
If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
interruption).
-Level: The level of the devil 
+Level: The level of the devil
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle 
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
Side Effects: Bad smell, curse, infernal mark, possession
Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
-betrayal, deception, or greed (according to the desired service) 
+betrayal, deception, or greed (according to the desired service)
-Pool: Might or Intellect 
+Pool: Might or Intellect
-Other Assets: Knowledge or control of similar entities, secret name of the devil 
+Other Assets: Knowledge or control of similar entities, secret name of the devil
-CONJURE ELEMENTAL 
+CONJURE ELEMENTAL
Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
@@ -53990,93 +53990,93 @@
about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
water, and so on. If the summoners cant come to an agreement with the elemental, it might make one attack before it
-leaves. 
+leaves.
-Level: The level of the elemental 
+Level: The level of the elemental
-Time: Three hours of preparation, one hour of performance 
+Time: Three hours of preparation, one hour of performance
-Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle 
+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-Side Effects: Damage, weakness toward one kind of attack 
+Side Effects: Damage, weakness toward one kind of attack
Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
-creatures 
+creatures
-Pool: Might, Speed, or Intellect, depending on the kind of elemental 
+Pool: Might, Speed, or Intellect, depending on the kind of elemental
Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
playing up their strengths are the key to bargaining with them.
-CONSECRATION 
+CONSECRATION
Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
very long distance across. Evil creatures and magical effects of less than the rituals level cant enter the area or
use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
-area are hindered by two steps. 
+area are hindered by two steps.
-Level: The level of the effects to protect against 
+Level: The level of the effects to protect against
-Time: One hour of preparation, two hours of performance 
+Time: One hour of preparation, two hours of performance
Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
-other suitable markers) 
+other suitable markers)
-Side Effects: Lights, sounds, weak spots or “back doors” in the barrier 
+Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-Reagents: Silver dust, sacred oil, buried blessed gemstones 
+Reagents: Silver dust, sacred oil, buried blessed gemstones
-Pool: Intellect 
+Pool: Intellect
-Other Assets: Warding magic, religious knowledge 
+Other Assets: Warding magic, religious knowledge
-ENCHANT WEAPON 
+ENCHANT WEAPON
Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
-next day. 
+next day.
-Level: 3 or 4 
+Level: 3 or 4
-Time: Thirty minutes of preparation, one hour of performance 
+Time: Thirty minutes of preparation, one hour of performance
-Roles: — 
+Roles: —
Side Effects: Weapon attack hindered, higher GM intrusion rate
-Reagents: Rare oils, gem dust 
+Reagents: Rare oils, gem dust
-Pool: Speed or Intellect 
+Pool: Speed or Intellect
Other Assets: Battle tactics, weapon crafting
In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-ENTOMBMENT 
+ENTOMBMENT
Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
-vessel. 
+vessel.
-Level: The level of the creature 
+Level: The level of the creature
-Time: Sixteen hours of preparation, one hour of performance 
+Time: Sixteen hours of preparation, one hour of performance
-Roles: Chanting, carrying or protecting the vessel 
+Roles: Chanting, carrying or protecting the vessel
-Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out 
+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects 
+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-Pool: Intellect 
+Pool: Intellect
Other Assets: Control magic, grappling, imprisoning magic, wards
-EXORCISM 
+EXORCISM
Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
@@ -54086,114 +54086,114 @@
for a year and a day. As with using the ritual to cleanse a location, this doesnt prevent other spirits from afflicting
the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-Level: The level of the most powerful hostile presence to be exorcised 
+Level: The level of the most powerful hostile presence to be exorcised
-Time: Two hours of preparation, two hours of performance 
+Time: Two hours of preparation, two hours of performance
Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
-incense 
+incense
-Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis 
+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-Reagents: Bindings, candles, holy water, religious icons and books, scapegoats 
+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-Pool: Intellect 
+Pool: Intellect
-Other Assets: Warding magic, religious knowledge 
+Other Assets: Warding magic, religious knowledge
Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-FLESH FOR KNOWLEDGE 
+FLESH FOR KNOWLEDGE
Sacrifices some of the ritualists flesh, inflicting Might and Speed damage equal to the level of the ritual and
permanently reducing the characters Pools by 4 points (the character can divide this loss between Might and Speed as
they see fit). The character experiences painful hallucinations that give them insight and understanding. They
immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
-advancement). 
+advancement).
-Level: Twice the tier of the ability the character wishes to learn 
+Level: Twice the tier of the ability the character wishes to learn
-Time: One hour of preparation, one hour of performance 
+Time: One hour of preparation, one hour of performance
-Roles: Chanting, restraining the subject of the ritual 
+Roles: Chanting, restraining the subject of the ritual
-Side Effects: Lasting damage, permanent damage, scarring 
+Side Effects: Lasting damage, permanent damage, scarring
-Reagents: Silver knife, silver vessel 
+Reagents: Silver knife, silver vessel
-Pool: See above 
+Pool: See above
-Other Assets: Pain tolerance, surgery 
+Other Assets: Pain tolerance, surgery
Instead of permanently reducing a characters Pools by 4 points, the GM could allow other permanent penalties such as
reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
points gained through recovery rolls by 2.
-PURIFICATION 
+PURIFICATION
Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
creature or object, which is then discarded or safely destroyed.
-Level: The level of the affliction or effect to remove 
+Level: The level of the affliction or effect to remove
-Time: One hour of preparation, two hours of performance 
+Time: One hour of preparation, two hours of performance
-Roles: Applying reagents, chanting 
+Roles: Applying reagents, chanting
-Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track 
+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
-the target, scapegoat, silver dust 
+the target, scapegoat, silver dust
-Pool: Might 
+Pool: Might
Other Assets: Healing magic, resistance to the targets affliction
-RESURRECTION 
+RESURRECTION
Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-anything that happened after they died. 
+anything that happened after they died.
-Level: The level of the deceased (at least tier 6 if a PC) 
+Level: The level of the deceased (at least tier 6 if a PC)
-Time: Five hours of preparation, two hours of performance 
+Time: Five hours of preparation, two hours of performance
-Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities 
+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
-damage 
+damage
Reagents: Deceaseds corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-items of importance to the deceased, parchment extolling the deceaseds history and deeds, soul-sympathetic items 
+items of importance to the deceased, parchment extolling the deceaseds history and deeds, soul-sympathetic items
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
spirit knowledge, secret name of the deceased
A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
-impaired state on the damage track instead of hale, requiring further rest or healing. 
+impaired state on the damage track instead of hale, requiring further rest or healing.
-SACRIFICIAL RITE 
+SACRIFICIAL RITE
A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-the final destination for the soul (such as placing it in a sword to create a magic item). 
+the final destination for the soul (such as placing it in a sword to create a magic item).
-Level: The level of the creature (at least tier 6 if a PC) 
+Level: The level of the creature (at least tier 6 if a PC)
Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
-restraining the creature, slaying the creature 
+restraining the creature, slaying the creature
-Side Effects: Creature rages or escapes, damage, dying curse, haunting 
+Side Effects: Creature rages or escapes, damage, dying curse, haunting
Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
-high as the creatures level) 
+high as the creatures level)
-Pool: Might or Intellect 
+Pool: Might or Intellect
Other Assets: Death spells, instant-kill abilities, soul manipulation
@@ -54240,11 +54240,11 @@
interact and cope with it. Technological devices that are not magical but deal with magic could include:
Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
-magical, it does not function again. 
+magical, it does not function again.
Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
suit. However, all of the wearers tasks to resist magical effects are eased. If the wearer takes even 1 point of
-physical damage, the suit rips and no longer functions until it is repaired and resealed. 
+physical damage, the suit rips and no longer functions until it is repaired and resealed.
Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
@@ -54255,26 +54255,26 @@
In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-FINDING PRYING EYES 
+FINDING PRYING EYES
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
-the location of the listener. 
+the location of the listener.
-POWER DEVICE 
+POWER DEVICE
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
-flashlight, the battery is fully charged. 
+flashlight, the battery is fully charged.
-SCREEN CONTROL 
+SCREEN CONTROL
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
@@ -54289,17 +54289,17 @@
takes (perhaps limited in that the controlled creature wont take actions that harm them or go against their nature,
such as attacking friends). But whats happening inside the controlled creatures head—whether during the effect or
afterward—often isnt specified. There are several options for the GM to consider, either for all kinds of mind-control
-magic or on a case-by-case basis. 
+magic or on a case-by-case basis.
- Confusion: The controlled creature doesnt understand why theyre doing things they normally wouldnt do, but they
arent aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
that they dont know why they did those things, or come up with an explanation justifying (to themselves and others)
- their reasons for those actions. 
+ their reasons for those actions.
- Dream: The controlled creature is aware of whats going on but perceives it in a dreamlike state. They may believe
that theyre in control of themselves the entire time, or somewhat aware that theyre not fully in control (similar to
being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
- the events but may not realize that someone else was controlling them. 
+ the events but may not realize that someone else was controlling them.
- Trapped: The active thoughts in the controlled creatures head come from the controller, but the creature still has a
small voice or awareness in the background, like theyre a prisoner in their own mind. This horrible situation usually
@@ -54331,19 +54331,19 @@
- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
and powerful martial arts styles. This doesnt change anything in the game mechanically—no one gets the ability to use
weapons that they wouldnt normally have under the rules. But it does change the flavor, suggesting that no PC is
- entirely ignorant of weapons or close combat. 
+ entirely ignorant of weapons or close combat.
- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It
is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
- and so on. 
+ and so on.
- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
- little effort, and true warriors can shatter stones with their blows. 
+ little effort, and true warriors can shatter stones with their blows.
-- Wounds heal faster. Everyone gains +1 to all recovery rolls. 
+- Wounds heal faster. Everyone gains +1 to all recovery rolls.
- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
@@ -54388,7 +54388,7 @@
defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
enough to convince it to perform a service without compensation. A creature doesnt automatically know if someone has
learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
-informed opponent has some kind of advantage against them and deduce that their secret name is involved. 
+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
Learning a true name is difficult and takes time. A character wanting to discover a creatures true name might choose
the Uncover a Secret character arc to do so.
@@ -54405,23 +54405,23 @@
shouldnt be able to grant a boon more powerful than itself. Therefore, its reasonable that a level 6 creature could
create a level 6 effect. The GM could look at the creatures other abilities (or abilities of other creatures of its
level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
-result downward until its appropriate for the creatures power. 
+result downward until its appropriate for the creatures power.
Wishing for more wishes doesnt work because a creature shouldnt be able to create something more powerful than
itself—at least not without some investment of time and other resources, like a character using XP to acquire an
artifact.
-FANTASY RULES MODULES 
+FANTASY RULES MODULES
AWARDING TREASURE
-Its best to think of gold and magic as two different kinds of currencies that characters have access to. 
+Its best to think of gold and magic as two different kinds of currencies that characters have access to.
GOLD
The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
-a typical fantasy campaign, the characters should become wealthier as they advance. 
+a typical fantasy campaign, the characters should become wealthier as they advance.
MANIFEST CYPHERS
@@ -54443,7 +54443,7 @@
Artifacts are the high end of magical currency, and in terms of buying and selling them, theyre like manifest cyphers:
not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
artifact of about the same level. Unlike cyphers, the game doesnt assume that PCs have frequent opportunities to gain
-new artifacts or replace the ones that deplete. 
+new artifacts or replace the ones that deplete.
In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
@@ -54459,24 +54459,24 @@
WALLS
Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
-by a creature). Anything describing walls in this section also applies to ceilings and floors. 
+by a creature). Anything describing walls in this section also applies to ceilings and floors.
- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
blindly (hindered by four steps), but its usually easier to break a hole in the wall and attack through the hole.
Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
- paper wall, and a cloth wall is probably level 2. 
+ paper wall, and a cloth wall is probably level 2.
- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
- weapons (attacks are hindered). 
+ weapons (attacks are hindered).
- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
- resistant to bashing and slashing weapons (attacks are hindered). 
+ resistant to bashing and slashing weapons (attacks are hindered).
- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
@@ -54484,29 +54484,29 @@
Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task). 
+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
- (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered). 
+ (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
- shop. 
+ shop.
- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
- especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5. 
+ especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered). 
+ piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
- kings tomb. In a damp environment like a dungeon, they tend to rust and stick in place. 
+ kings tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
archers to fire at the creatures trapped by it. Theyre also useful in closing access to a waterway without impacting
- its flow. A wooden portcullis is relatively fragile and usually isnt meant to keep anyone out for long. 
+ its flow. A wooden portcullis is relatively fragile and usually isnt meant to keep anyone out for long.
- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
@@ -54526,7 +54526,7 @@
Most characters wont notice traps unless actively looking for them; they dont know a trap is in the area until their
presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-dangers are present. 
+dangers are present.
Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
@@ -54563,23 +54563,23 @@
The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
standard template that includes the following categories. If an entry doesnt apply to a particular trap, it is omitted
-from the listing. 
+from the listing.
Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
-(always three times the traps level). 
+(always three times the traps level).
Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
it has a limited number of uses, and so on.
Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
-if its the normal amount for a trap of its level. 
+if its the normal amount for a trap of its level.
Modifications: Use these numbers when a traps information says to use a different target number. For example, a level 4
trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the traps attacks, defenses, and
-stealth (how hard or easy it is to notice the trap). 
+stealth (how hard or easy it is to notice the trap).
GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. Its just one
possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
@@ -54587,29 +54587,29 @@
COMMON TRAP POISONS
- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
- and one hour. 
+ and one hour.
- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
- ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate. 
+ ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll. 
+- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
- Debilitating: The poison hinders all of the creatures actions by one or two steps if they fail a defense roll. (Some
poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
- are ten minutes, one hour, and ten hours. 
+ are ten minutes, one hour, and ten hours.
- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
- roll. 
+ roll.
- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
- every round. 
+ every round.
- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
- minutes, one hour, and ten hours. 
+ minutes, one hour, and ten hours.
- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
@@ -54622,11 +54622,11 @@
hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
-releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once. 
+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall) 
+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
@@ -54634,17 +54634,17 @@
CRUSHING WALL 6 (18)
A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
-could be built in its place). 
+could be built in its place).
A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
so that triggering the trap makes the area impassible.
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
difficult terrain.
-Damage Inflicted: 6 points (ignores Armor) 
+Damage Inflicted: 6 points (ignores Armor)
GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
@@ -54653,24 +54653,24 @@
DISINTEGRATION 7 (21)
A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
-any object destroyed by it) turns to dust. 
+any object destroyed by it) turns to dust.
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
-ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage. 
+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
EXPLOSIVE GLYPH 4 (12)
A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
-electrified salt water, or a gout of burning oil. 
+electrified salt water, or a gout of burning oil.
Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
-they make their defense roll. 
+they make their defense roll.
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
GM Intrusion: The glyph marks the characters face with a symbol indicating they are a thief. The glyph makes the
character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
@@ -54679,16 +54679,16 @@
FLOODING ROOM 4 (12)
Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
-creatures in it begin to drown. 
+creatures in it begin to drown.
A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
starting to suffocate. (Restoring the air allows the characters to awaken, but doesnt move them back up the damage
-track.) 
+track.)
-Damage Inflicted: None until drowning starts 
+Damage Inflicted: None until drowning starts
-Modifications: Defends as level 7 
+Modifications: Defends as level 7
GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
@@ -54696,20 +54696,20 @@
MANGLER 3 (9)
A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
-hindering all actions requiring that hand by one or two steps. 
+hindering all actions requiring that hand by one or two steps.
A floor variant is a small trapdoor over a closed compartment, which mangles the characters foot when they step on the
trapdoor, reducing their movement speed by half.
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
lasting damage to the characters eye and partially blinding them. A gentler variant traps the characters limb in glue
instead of inflicting damage. The characters extremity might be glued to the hole, or they may be able to pull free but
-have a glue pot stuck on their hand or foot. 
+have a glue pot stuck on their hand or foot.
-Damage Inflicted: 3 points, plus lasting damage 
+Damage Inflicted: 3 points, plus lasting damage
-Modifications: Stealth as level 4 
+Modifications: Stealth as level 4
GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
@@ -54720,12 +54720,12 @@
A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-A variant of this trap is a snare made of sturdy cord or wire. 
+A variant of this trap is a snare made of sturdy cord or wire.
Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
-roll to break or escape the net) 
+roll to break or escape the net)
-Modifications: Attacks as level 5, defends as level 2 
+Modifications: Attacks as level 5, defends as level 2
GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
@@ -54736,12 +54736,12 @@
A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
-debris. 
+debris.
A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
-enough weight reaches the middle section. 
+enough weight reaches the middle section.
-Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor) 
+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
@@ -54753,17 +54753,17 @@
POISON GAS 3 (9)
The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
-harm, it is likely that the character wont realize at first that theyve sprung a trap. 
+harm, it is likely that the character wont realize at first that theyve sprung a trap.
A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
-torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the traps level. 
+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the traps level.
A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
-creatures. 
+creatures.
-Damage Inflicted: As poison 
+Damage Inflicted: As poison
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
@@ -54772,11 +54772,11 @@
POISON NEEDLE 5 (15)
A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
-mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times. 
+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
Damage Inflicted: 1 point (plus poison)
-Modifications: Stealth as level 6 
+Modifications: Stealth as level 6
GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
@@ -54786,9 +54786,9 @@
An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-hindered. Otherwise, it is even chances what side they end up on. 
+hindered. Otherwise, it is even chances what side they end up on.
-A variant of this trap is a solid wall. A magical variant is a force field. 
+A variant of this trap is a solid wall. A magical variant is a force field.
Damage Inflicted: 5 points
@@ -54800,15 +54800,15 @@
ROLLING BOULDER 6 (12)
A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
-the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere. 
+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
-becomes an obstacle. 
+becomes an obstacle.
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Modifications: Defends as level 7 
+Modifications: Defends as level 7
GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the characters
location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
@@ -54820,11 +54820,11 @@
A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
(such as the width of a corridor) or leave a tiny safe space just beyond the blades reach so a creature who knows of
the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
-nearby that allows a creature to reset it manually. 
+nearby that allows a creature to reset it manually.
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Modifications: Attacks as level 6 
+Modifications: Attacks as level 6
GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
@@ -54834,9 +54834,9 @@
A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-resets after a minute or has a manual reset lever at the top or bottom of the stairs. 
+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor) 
+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
@@ -54845,9 +54845,9 @@
SNAKE PIT 4 (12)
The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
-immediately attack the character and perhaps others in the area. 
+immediately attack the character and perhaps others in the area.
-Damage Inflicted: As per the swarm of snakes 
+Damage Inflicted: As per the swarm of snakes
GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
@@ -54855,11 +54855,11 @@
SPEAR 4 (12)
The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
-version of an arrow trap, and the same suggestions for that trap apply to this one.) 
+version of an arrow trap, and the same suggestions for that trap apply to this one.)
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall) 
+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
@@ -54869,9 +54869,9 @@
The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
oubliette, or a very deep pit. Its more efficient to kill an intruder than to teleport them, so teleportation is
-usually reserved for trapping creatures for interrogation. 
+usually reserved for trapping creatures for interrogation.
-Damage Inflicted: None 
+Damage Inflicted: None
GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
@@ -56178,9 +56178,9 @@
forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
the stasis effect immediately ends. Action.
-SUPERHERO CHARACTER OPTIONS 
+SUPERHERO CHARACTER OPTIONS
-DESCRIPTORS
+DESCRIPTORS
This section presents new descriptors meant specifically for a superhero game.
AMAZING
@@ -56395,9 +56395,9 @@
You can copy others skills, abilities, and superpowers.
-Tier 1: Flex Skill 
+Tier 1: Flex Skill
-Tier 1: Flex Skill 
+Tier 1: Flex Skill
Tier 2: Copy Power
@@ -56419,7 +56419,7 @@
Tier 1: Face Morph
-Tier 1: Interaction Skills 
+Tier 1: Interaction Skills
Tier 2: Body Morph
@@ -56429,11 +56429,11 @@
Tier 4: Ageless
-Tier 4: Think Your Way Out 
+Tier 4: Think Your Way Out
-Tier 5: Memory Becomes Action 
+Tier 5: Memory Becomes Action
-Tier 6: Divide Your Mind or Infer Thoughts 
+Tier 6: Divide Your Mind or Infer Thoughts
GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
@@ -56443,7 +56443,7 @@
Tier 1: Dimensional Squeeze
-Tier 2: Opportunist 
+Tier 2: Opportunist
Tier 3: Defensive Blinking or Teleportation Burst
@@ -56464,21 +56464,21 @@
Tier 1: Temporary Light
-Tier 2: Entangling Force 
+Tier 2: Entangling Force
-Tier 3: Harder Light or Sculpt Light 
+Tier 3: Harder Light or Sculpt Light
-Tier 4: Greater Enhanced Intellect 
+Tier 4: Greater Enhanced Intellect
-Tier 5: Improved Sculpt Light 
+Tier 5: Improved Sculpt Light
-Tier 6: Defensive Field or Flight 
+Tier 6: Defensive Field or Flight
GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
SHRINKS TO MINUTE SIZE
-You can shrink down to the size of a bug and, with enough experience, even smaller. 
+You can shrink down to the size of a bug and, with enough experience, even smaller.
Tier 1: Shrink
@@ -56514,9 +56514,9 @@
Tier 3: Acrobatic Attack or Flying Companion
-Tier 4: Hard to Hit 
+Tier 4: Hard to Hit
-Tier 5: Up to Speed 
+Tier 5: Up to Speed
Tier 6: Hard Target or Defense Master
@@ -56535,11 +56535,11 @@
Tier 2: Safe Fall
-Tier 3: Bypass Barrier or Misdirect 
+Tier 3: Bypass Barrier or Misdirect
-Tier 4: Resilience 
+Tier 4: Resilience
-Tier 5: Free to Move 
+Tier 5: Free to Move
Tier 6:Break the Ranks or Not Dead Yet
@@ -56548,11 +56548,11 @@
TAKES ANIMAL SHAPE
-You can transform yourself into an animal. 
+You can transform yourself into an animal.
Tier 1: Animal Shape
-Tier 2: Communication 
+Tier 2: Communication
Tier 2: Soothe the Savage
@@ -56573,17 +56573,17 @@
You can summon storms or break them apart.
-Tier 1: Hover 
+Tier 1: Hover
-Tier 2: Wind Armor 
+Tier 2: Wind Armor
Tier 3: Bolts of Power or Storm Seed
-Tier 4: Windrider 
+Tier 4: Windrider
-Tier 5: Cold Burst 
+Tier 5: Cold Burst
-Tier 6: Control Weather or Wind Chariot 
+Tier 6: Control Weather or Wind Chariot
GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
The weather is seeded by a much smaller effect, and a storm grows out of control.
@@ -56607,7 +56607,7 @@
Tier 5: Enchanted Movement
-Tier 6: Deadly Strike or Spin Attack 
+Tier 6: Deadly Strike or Spin Attack
GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
action to reestablish the attunement. The weapons energy discharges in an unexpected way.
@@ -56616,24 +56616,24 @@
You bend light and manipulate beams of force for offense and defense.
-Tier 1: Vanish 
+Tier 1: Vanish
-Tier 2: Entangling Force 
+Tier 2: Entangling Force
Tier 2: Sharp Senses
-Tier 3: Force Field Barrier or Multi-Vanish 
+Tier 3: Force Field Barrier or Multi-Vanish
-Tier 4: Invisibility 
+Tier 4: Invisibility
Tier 5: Defensive Field
-Tier 6: Concussion or Generate Force Field 
+Tier 6: Concussion or Generate Force Field
GM Intrusions: Invisibility partially fades, revealing the characters presence. A force field is pierced by an unusual
or unexpected attack.
-NEW ABILITIES 
+NEW ABILITIES
The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
@@ -56718,7 +56718,7 @@
| Leopard | Climbing or stealth | Fast |
| Lizard | Climbing or stealth | Small |
| Octopus | Stealth | Aquatic |
-| Shark | Swimming  | Aquatic |
+| Shark | Swimming | Aquatic |
| Turtle | Might defense | Armor |
| Venomous snake | Climbing | Venom |
| Wolf | Perception | Scent |
@@ -56767,7 +56767,7 @@
Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
morphing into a humanoid alien). Action.
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
to open a door, and the illusion of a fireplace hot to the touch.
@@ -56882,7 +56882,7 @@
aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
9 health, and it inflicts 3 points of damage. If its killed or destroyed, it takes you one month to find or create a
-suitable replacement. Enabler. 
+suitable replacement. Enabler.
Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
@@ -57103,9 +57103,9 @@
two power shifts in resilience.
> In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
-> make them fit your character. 
+> make them fit your character.
-POWER SOURCE
+POWER SOURCE
As youre figuring out what type, descriptor, focus, and power shifts you want for
your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
@@ -57198,7 +57198,7 @@
| d100 | Power | Example |
|-------|----------------------|------------------------------------------------|
-| 01-05 | Agility | Power shift in dexterity  |
+| 01-05 | Agility | Power shift in dexterity |
| 06 | Animal Shapeshifter | Shapechanger |
| 07-09 | Athletics | Master athlete |
| 10 | Atlantean | Atlantean |
@@ -57208,7 +57208,7 @@
| 18 | Cold immunity | Energy Resistance |
| 19 | Companion creature | Beastmaster |
| 20 | Control animals | Mentalist |
-| 21 | Control minds | Mentalist  |
+| 21 | Control minds | Mentalist |
| 22-23 | Control plants | Nature master |
| 24 | Control wind | Nature master |
| 25 | Copy superpower | Power replicator |
@@ -57226,7 +57226,7 @@
| 42-43 | Flight | Power shift in flight |
| 44 | Force field | Force field master |
| 45 | Growing | Giant hero |
-| 46-47 | Healing | Power shift in healing  |
+| 46-47 | Healing | Power shift in healing |
| 48 | Human shapechanger | Shapechanger |
| 49 | Illusion | Illusionist |
| 50-51 | Intelligence | Power shift in intelligence |
@@ -57234,7 +57234,7 @@
| 55 | Invisibility | Invisibility |
| 56-57 | Leaping | Amazing Leap, Far Step |
| 58-59 | Lucky | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
-| 60-61 | Magnetism | Telekinetic  |
+| 60-61 | Magnetism | Telekinetic |
| 62-64 | Martial arts | Master martial artist |
| 65 | Paragon | Paragon |
| 66 | Phasing | Phase master |
@@ -57740,7 +57740,7 @@
As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
skilled in anything they like (with the GMs permission). In addition to the suggested skills in the rulebook, useful
-skills for fairy tale games might include: 
+skills for fairy tale games might include:
• Talking animals\*
@@ -57748,23 +57748,23 @@
• Trickery
-• Using magic 
+• Using magic
• Weather
• Baking
-• Cobbling 
+• Cobbling
• Curses
-• Dancing 
+• Dancing
• Death
• Magic
-• Playing an instrument 
+• Playing an instrument
• Puzzles
@@ -57772,7 +57772,7 @@
• Sailing
-• Sensing magic 
+• Sensing magic
• Singing
@@ -57787,7 +57787,7 @@
TYPE
Your characters type is the core of who they are and how they interact with their environment, their companions, and
-other living creatures they encounter. 
+other living creatures they encounter.
Suggested Types for a Fairy Tale Game
@@ -57797,11 +57797,11 @@
Huntsman, Skills and knowledge, stealth
-Knight 
+Knight
-Woodcutter 
+Woodcutter
-Guard 
+Guard
Archer, Stealth
@@ -57819,13 +57819,13 @@
EXPLORER
-Adventurer 
+Adventurer
-Dreamer Seeker 
+Dreamer Seeker
Sailor/seafarer, Combat
-Wanderer 
+Wanderer
Outlaw, Combat Stealth
@@ -57835,11 +57835,11 @@
SPEAKER
-Aristocrat 
+Aristocrat
-Princess/prince 
+Princess/prince
-Entertainer 
+Entertainer
Helper, Magic
@@ -57856,9 +57856,9 @@
be appropriate but would require consulting with your GM to determine how such a character might get involved in the
campaign.
-• Appealing 
+• Appealing
-• Beneficent 
+• Beneficent
• Brash
@@ -57874,7 +57874,7 @@
• Creative
-• Dishonorable 
+• Dishonorable
• Doomed
@@ -57886,13 +57886,13 @@
• Guarded
-• Honorable 
+• Honorable
-• Impulsive 
+• Impulsive
-• Inquisitive 
+• Inquisitive
-• Intelligent 
+• Intelligent
• Intuitive
@@ -57916,9 +57916,9 @@
• Strong
-• Strong-Willed 
+• Strong-Willed
-• Tongue-Tied 
+• Tongue-Tied
• Vicious
@@ -57928,15 +57928,15 @@
Heartwood Descriptors
-• Bewitched 
+• Bewitched
• Changeling
-• Fragmented 
+• Fragmented
• Frumious
-• Haunted 
+• Haunted
• Lost
@@ -57998,15 +57998,15 @@
• Exists Partially Out of Phase
-• Explores Dark Places 
+• Explores Dark Places
• Fights Dirty
-• Fights With Panache 
+• Fights With Panache
• Focuses Mind Over Matter
-• Grows to Towering Heights 
+• Grows to Towering Heights
• Helps Their Friends
@@ -58016,7 +58016,7 @@
• Infiltrates
-• Is Wanted by the Law 
+• Is Wanted by the Law
• Keeps a Magic Ally
@@ -58038,9 +58038,9 @@
• Metes Out Justice
-• Moves Like a Cat 
+• Moves Like a Cat
-• Moves Like the Wind 
+• Moves Like the Wind
• Murders
@@ -58076,7 +58076,7 @@
• Stands Like a Bastion
- • Throws With Deadly Accuracy
+ • Throws With Deadly Accuracy
• Travels Through Time
@@ -58092,7 +58092,7 @@
Heartwood Foci
-• Befriends the Black Dog 
+• Befriends the Black Dog
• Curses the World
@@ -58123,7 +58123,7 @@
Is Licensed to Carry
With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
-ranged weapon. 
+ranged weapon.
Sailed Beneath the Jolly Roger
@@ -58295,11 +58295,11 @@
down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
“humans” who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
-way. Humans may have created you, but theyre gone, and you can decide what you think you owe them, if anything.
+way. Humans may have created you, but theyre gone, and you can decide what you think you owe them, if anything.
As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
-animal still roaming the world.
+animal still roaming the world.
You gain the following characteristics:
@@ -58312,7 +58312,7 @@
Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
-Inability: You are confused by bright light. Perception tasks are hindered in bright light.
+Inability: You are confused by bright light. Perception tasks are hindered in bright light.
Erratic Flyer: You can select Hover as if it were on your types list of tier 1 abilities. Your ability to move as
described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
@@ -58352,7 +58352,7 @@
Skill: Mental malaise doesnt affect you like it does others. You are trained in Intellect defense tasks.
Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
-free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
+free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
Inability: You have a lightness of being, but you really feel it when youre physically challenged. Might defense tasks
@@ -58436,7 +58436,7 @@
Inability: Youve learned to do everything again and, in truth, better than most people ever could. But your injury is
real; its why you sometimes joke that youre “rusted.” If youve lost an eye, your perception tasks involving sight are
hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
-involving using both hands are hindered.
+involving using both hands are hindered.
Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
missing eye.
@@ -58571,7 +58571,7 @@
Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
-Master Machine
+Master Machine
See the Future
Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
@@ -58920,7 +58920,7 @@
In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
-a type ability for an ability from one of the character flavors such as combat, magic, or stealth. 
+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
@@ -58929,69 +58929,69 @@
Fire. For a healer, choose Works Miracles.
Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys. 
+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
-of Strength, and Rages. 
+of Strength, and Rages.
Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
-Masters Spells. 
+Masters Spells.
Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus. 
+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-- Cleric (death): Consorts With the Dead, Shepherds Spirits 
+- Cleric (death): Consorts With the Dead, Shepherds Spirits
-- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading 
+- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
- Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-- Cleric (light): Blazes With Radiance, Channels Divine Blessings 
+- Cleric (light): Blazes With Radiance, Channels Divine Blessings
-- Cleric (storm): Rides the Lightning, Thunders 
+- Cleric (storm): Rides the Lightning, Thunders
- Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
--  Cleric (war): Masters Weaponry (also see options for fighters)
+- Cleric (war): Masters Weaponry (also see options for fighters)
Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
-focus, but for more specific options, see the following foci: 
+focus, but for more specific options, see the following foci:
-- Druid (animal companion): Controls Beasts, Masters the Swarm 
+- Druid (animal companion): Controls Beasts, Masters the Swarm
- Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
- Ice 
+ Ice
-- Druid (nature affinity): Speaks for the Land 
+- Druid (nature affinity): Speaks for the Land
- Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
-fighting role, see the following: 
+fighting role, see the following:
- Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
- Bastion. 
+ Bastion.
-- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once 
+- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
- Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*. 
+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
-Justice, and Operates Undercover. 
+Justice, and Operates Undercover.
Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
merchant character, but the more obvious choice would be a Speaker.
Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy. 
+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
@@ -58999,45 +58999,45 @@
Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once. 
+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys. 
+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
-spells. For sorcerers of various magical bloodlines, see the following: 
+spells. For sorcerers of various magical bloodlines, see the following:
-- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally 
+- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
- Sorcerer (destiny): Descends From Nobility, Was Foretold
- Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
- Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
- Lightning, Wears a Sheen of Ice 
+ Lightning, Wears a Sheen of Ice
-- Sorcerer (fey): Takes Animal Shape\* 
+- Sorcerer (fey): Takes Animal Shape\*
-- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally 
+- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
- Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
magical (or Explorers if they arent magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-Entertains. 
+Entertains.
War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
-Enchanted Weapon\*. 
+Enchanted Weapon\*.
Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
-just as well. 
+just as well.
Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
flavor. The best focus that suits this theme is Uses Wild Magic\*.
@@ -59045,20 +59045,20 @@
Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
-For more specific kinds of wizards, see the following: 
+For more specific kinds of wizards, see the following:
-- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice 
+- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally 
+- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
- Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
- Mental Powers, Leads 
+ Mental Powers, Leads
-- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice 
+- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-- Wizard (illusionist): Awakens Dreams, Crafts Illusions 
+- Wizard (illusionist): Awakens Dreams, Crafts Illusions
-- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits 
+- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
@@ -59072,15 +59072,15 @@
NEW FOCI
-Takes Animal Shape: A shapechanger who can take the form of various animals. 
+Takes Animal Shape: A shapechanger who can take the form of various animals.
Tier 1: Animal Shape
-Tier 2: Communication 
+Tier 2: Communication
-Tier 2: Soothe the Savage 
+Tier 2: Soothe the Savage
-Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\] 
+Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
Tier 4: Animal Scrying
@@ -59088,7 +59088,7 @@
Tier 6: Blurring Speed or Lend Animal Shape
-Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic. 
+Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
Tier 1: Magical Repertoire
@@ -59104,15 +59104,15 @@
Tier 6: Maximize Cypher or Wild Insight
-Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees. 
+Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
-Tier 1: Wilderness Life 
+Tier 1: Wilderness Life
Tier 1: Patient Recovery
Tier 2: Wooden Body
-Tier 3: Tree Companion or Wilderness Awareness 
+Tier 3: Tree Companion or Wilderness Awareness
Tier 4: Tree Travel
@@ -59136,14 +59136,14 @@
Tier 5: Enchanted Movement
-Tier 6: Deadly Strike or Spin Attack 
+Tier 6: Deadly Strike or Spin Attack
NEW ABILITIES
Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-establish. 
+establish.
Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
@@ -59159,7 +59159,7 @@
speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much
smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like
an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would
-never mistake you for a mere animal. Action to change or revert. 
+never mistake you for a mere animal. Action to change or revert.
“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
similar to wolves and foxes, and so on.
@@ -59175,25 +59175,25 @@
your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
your animal forms natural attacks as heavy weapons (if you werent already). However, your Speed defense tasks are
hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
-intimidating, wading rivers, and so on. Enabler. 
+intimidating, wading rivers, and so on. Enabler.
Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-whether to spend the cost for this ability before you make each attack. Enabler. 
+whether to spend the cost for this ability before you make each attack. Enabler.
Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
-creature to affect it. Enabler. 
+creature to affect it. Enabler.
Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
of the second cyphers normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler. 
+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
-or until they are attacked. Some creatures without minds might be immune to this fear. Action. 
+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
@@ -59201,23 +59201,23 @@
pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-that ability and this one increases to very long. Action. 
+that ability and this one increases to very long. Action.
Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-initiate, ten minutes to complete. Enabler. 
+initiate, ten minutes to complete. Enabler.
If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
chose this new weapon
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler. 
+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
are awake for the entire time). You cant use this ability again until after youve taken a ten-hour recovery action.
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete. 
+You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
@@ -59312,14 +59312,14 @@
ANIMAL FORM MINOR ABILITIES TABLE
-| Animal  | Skill Training  | Other Abilities  |
+| Animal | Skill Training | Other Abilities |
|-------------------|------------------------|------------------|
| Ape | Climbing | Hands |
| Badger | Climbing | Scent |
-| Bat | Perception  | Flying |
+| Bat | Perception | Flying |
| Bear | Climbing | Scent |
| Bird | Perception | Flying |
-| Boar | Might defense  | Scent |
+| Boar | Might defense | Scent |
| Cat | Climbing or stealth | Small |
| Constrictor snake | Climbing | Constrict |
| Crocodile | Stealth or swimming | Constrict |
@@ -59334,7 +59334,7 @@
| Shark | Swimming | Aquatic |
| Turtle | Might defense | Armor |
| Venomous snake | Climbing | Venom |
-| Wolf | Perception  | Scent |
+| Wolf | Perception | Scent |
Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
@@ -59358,7 +59358,7 @@
Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-FANTASY SPECIES 
+FANTASY SPECIES
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
additional options, which a player can choose for their character in place of their descriptor
@@ -59374,7 +59374,7 @@
training in a skill and another gives an inability in that skill, they cancel each other out and the character doesnt
have any modifier for that skill at all.
-DESCRIPTORS AS SPECIES 
+DESCRIPTORS AS SPECIES
If a player wants to play a nearly human species without any exceptional or unique special abilities, its easy for a GM
to pick an appropriate descriptor and use it as that species descriptor. A greyhound-like species might have the Fast
@@ -59387,22 +59387,22 @@
traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
-As long as they leave you alone, what they think is fine with you. 
+As long as they leave you alone, what they think is fine with you.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks. 
+Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage. 
+Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You were curious as to what the other PCs were up to. 
+1\. You were curious as to what the other PCs were up to.
-2\. You needed to get out of town, and the PCs were going in the same direction as you. 
+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that. 
+3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
4\. It seemed like a lark.
@@ -59411,9 +59411,9 @@
You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
-people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals. 
+people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-You gain the following characteristics: 
+You gain the following characteristics:
Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
@@ -59422,20 +59422,20 @@
all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
-Action. 
+Action.
-Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath. 
+Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered. 
+Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
adventure.
-1\. You believe the other PCs can help you solve a mystery about your heritage. 
+1\. You believe the other PCs can help you solve a mystery about your heritage.
-2\. You needed to get out of town, and the PCs were going in the same direction as you. 
+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-3\. Your creator, master, or mentor told you to help the PCs. 
+3\. Your creator, master, or mentor told you to help the PCs.
4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
@@ -59444,31 +59444,31 @@
You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
-passion for life, exploration, and creation. 
+passion for life, exploration, and creation.
-You gain the following characteristics: 
+You gain the following characteristics:
-Genius: +2 to your Intellect Pool. 
+Genius: +2 to your Intellect Pool.
Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
-woodcarving, or pottery. 
+woodcarving, or pottery.
-Skill: You are practiced in using hammers. 
+Skill: You are practiced in using hammers.
-Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion. 
+Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered. 
+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Additional Equipment: You have a bag of light tools or a bag of heavy tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You think an object or material youve been looking for can be found where the other PCs are going. 
+1\. You think an object or material youve been looking for can be found where the other PCs are going.
2\. You were recruited because of your knowledge on a particular subject.
-3\. You were bored and it sounded like the PCs were going to do something interesting. 
+3\. You were bored and it sounded like the PCs were going to do something interesting.
4\. You owe one of the PCs a favor for a useful gift in the past.
@@ -59478,30 +59478,30 @@
and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
your people get things done using deception and criminal activity. You and humans have a lot in common—youre just more
-compact and efficient about it. 
+compact and efficient about it.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +2 to your Speed Pool. 
+Agile: +2 to your Speed Pool.
-Skill: You are trained in pleasant social interactions. 
+Skill: You are trained in pleasant social interactions.
-Skill: You are trained in stealth. 
+Skill: You are trained in stealth.
-Skill: You are trained in Intellect defense. 
+Skill: You are trained in Intellect defense.
-Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll. 
+Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered. 
+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. You were fleeing someone and literally ran into the other PCs. 
+1\. You were fleeing someone and literally ran into the other PCs.
-2\. You were invited (or invited yourself) as a good luck charm. 
+2\. You were invited (or invited yourself) as a good luck charm.
-3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections. 
+3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
4\. Youre very protective of another PC and want to make sure they get through the upcoming challenges.
@@ -59510,33 +59510,33 @@
You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
-songs, and reverence in your worship. 
+songs, and reverence in your worship.
-You gain the following characteristics: 
+You gain the following characteristics:
-Agile: +2 to your Speed Pool. 
+Agile: +2 to your Speed Pool.
-Skill: You are trained in balancing, jumping, and swimming. 
+Skill: You are trained in balancing, jumping, and swimming.
-Skill: You are trained in hunting and tracking. 
+Skill: You are trained in hunting and tracking.
-Skill: You are practiced in using javelins and spears. 
+Skill: You are practiced in using javelins and spears.
-Scaly: +1 to Armor. 
+Scaly: +1 to Armor.
Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
-pockets, and other manual dexterity tasks (but not crafting). 
+pockets, and other manual dexterity tasks (but not crafting).
-Additional Equipment: You have a spear and a pair of javelins. 
+Additional Equipment: You have a spear and a pair of javelins.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure. 
+adventure.
-1\. The other PCs were lost in your territory and you were sent to escort them out. 
+1\. The other PCs were lost in your territory and you were sent to escort them out.
-2\. Something has been attacking your community and you want to find and destroy it. 
+2\. Something has been attacking your community and you want to find and destroy it.
-3\. You were exiled from your community and need to prove your worthiness before you can return to it. 
+3\. You were exiled from your community and need to prove your worthiness before you can return to it.
4\. You or your priest had a vision of you traveling with the other PCs.
@@ -61128,7 +61128,7 @@
A creatures target number is usually also its health, which is the amount of damage it can sustain before it is dead or
incapacitated. For easy reference, the entries always list a creatures health, even when its the normal amount for a
-creature of its level. 
+creature of its level.
CREATURES AND NPCs BY LEVEL
@@ -61143,13 +61143,13 @@
| 2 | Wraith |
| 3 | Bard |
| 3 | Berserker |
-| 3  | Crime boss\* |
+| 3 | Crime boss\* |
| 3 | Deinonychus\* |
| 3 | Faerie |
| 3 | Giant rat\* |
| 3 | Giant spider\* |
| 3 | Halfling |
-| 3  | Harpy |
+| 3 | Harpy |
| 3 | Merfolk |
| 3 | Sapient tree |
| 3 | Thug\* |
@@ -61168,7 +61168,7 @@
| 4 | Ghoul\* |
| 4 | Giant snake\* |
| 4 | Hollow knight |
-| 4  | Minotour |
+| 4 | Minotour |
| 4 | Ogre\* |
| 4 | Paladin |
| 4 | Shadow elf\* |
@@ -61197,7 +61197,7 @@
| 4 | Ghoul\* |
| 4 | Giant snake\* |
| 4 | Hollow knight |
-| 4  | Minotour |
+| 4 | Minotour |
| 4 | Ogre\* |
| 4 | Paladin |
| 4 | Shadow elf\* |
@@ -61219,9 +61219,9 @@
| 5 | Witch\* |
| 6 | Assassin\* |
| 6 | Blackguard |
-| 6 | Chimera\*I  |
+| 6 | Chimera\*I |
| 6 | Elemental, thorn |
-| 6  | Golem\* |
+| 6 | Golem\* |
| 6 | Hag |
| 6 | Jotunn, fire |
| 6 | Jotunn, frost |
@@ -61234,7 +61234,7 @@
| 7 | Cyclops |
| 7 | Djinni\* |
| 7 | Dragon\* |
-| 7  | Evil priest |
+| 7 | Evil priest |
| 7 | Giant\* |
| 7 | Hydra |
| 7 | Noble knight |
@@ -61372,47 +61372,47 @@
A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
-hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long. 
+hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-Motive: Hunger 
+Motive: Hunger
-Environment: Forests and plains 
+Environment: Forests and plains
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Perception and stealth as level 6 
+Modifications: Perception and stealth as level 6
Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
-step down the damage track if they fail a Might defense roll. 
+step down the damage track if they fail a Might defense roll.
The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
-damage track if they fail a Might defense roll. 
+damage track if they fail a Might defense roll.
The basilisks venom affects its breath, and on its turn, anything within immediate range of it must make a Might
defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisks lair is
-surrounded by a stinking area of dead vegetation, blasted earth, and etched stone. 
+surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
-the venom.) 
+the venom.)
Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
-to stone. 
+to stone.
Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
-basilisk avoids conflict and hides in its lair. 
+basilisk avoids conflict and hides in its lair.
Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
-enter a village, fleeing an approaching basilisk. 
+enter a village, fleeing an approaching basilisk.
Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
poison. Its blood has alchemical properties relating to transmuting metals.
@@ -61421,53 +61421,53 @@
Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
-never known anything but hatred and conflict. 
+never known anything but hatred and conflict.
-Motive: Power, domination of others, slaughter 
+Motive: Power, domination of others, slaughter
-Environment: Almost anywhere, either alone or as part of a cult or evil organization 
+Environment: Almost anywhere, either alone or as part of a cult or evil organization
-Health: 30 
+Health: 30
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 or 3 
+Armor: 2 or 3
-Movement: Short; long when mounted 
+Movement: Short; long when mounted
-Modifications: Perception and Intellect defense as level 7 
+Modifications: Perception and Intellect defense as level 7
Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
-act more like assassins than knights. A blackguard typically has two or three of the following abilities: 
+act more like assassins than knights. A blackguard typically has two or three of the following abilities:
Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
that can understand the blackguards commands, and may even be able to speak. If the beast is a horse or similar
-creature, the blackguard might ride it as a mount. 
+creature, the blackguard might ride it as a mount.
Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
-zombie becomes a corpse again after a day. 
+zombie becomes a corpse again after a day.
Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
-down the damage track. 
+down the damage track.
Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
-magical attacks for an hour. 
+magical attacks for an hour.
Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
-combat, they get an asset on the attack and inflict +4 points of damage. Unholy 
+combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-Aura: Defense rolls by foes within immediate distance of the blackguard are hindered. 
+Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-Unholy Blessing: The blackguards defense rolls are eased. 
+Unholy Blessing: The blackguards defense rolls are eased.
-Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself. 
+Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
-to kill the people interfering with her plans. 
+to kill the people interfering with her plans.
Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
an artifact weapon or armor.
@@ -61522,56 +61522,56 @@
Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
-or make pacts with such creatures for knowledge and magical ingredients. 
+or make pacts with such creatures for knowledge and magical ingredients.
-Motive: Magical knowledge at all costs 
+Motive: Magical knowledge at all costs
-Environment: Almost anywhere, usually with fleshbeast minions 
+Environment: Almost anywhere, usually with fleshbeast minions
-Health: 35 
+Health: 35
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8 
+Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
-melee attacks per action. 
+melee attacks per action.
A corrupt mage knows many spells, such as the following:
->  • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour. 
+> • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
>
> • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic
> state in which they cant recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
-> lethal force at what it perceives as its tormentors. 
+> lethal force at what it perceives as its tormentors.
>
> • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one
-> step down the damage track if it fails a Might defense roll. 
+> step down the damage track if it fails a Might defense roll.
>
> • Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
-> for one hour. 
+> for one hour.
>
-> • Summon Demon: Summons a demon to serve the mage for one hour. 
+> • Summon Demon: Summons a demon to serve the mage for one hour.
>
-> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them. 
+> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
>
> • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one
> hour. The transformed creatures actions are hindered, but its physical attacks inflict +3 points of damage. The
-> mages control over the creature is limited to indicating which target it should attack. 
+> mages control over the creature is limited to indicating which target it should attack.
>
-> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well. 
+> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
Interaction: Corrupt mages generally cant be trusted and see other creatures as things to experiment on and vivisect.
They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
-research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage. 
+research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
-in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task. 
+in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
> Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
@@ -61584,37 +61584,37 @@
edges of civilized areas or on remote islands. For all their power and stature, they arent especially brave, and most
have a dim idea that puny humans have an advantage when they have numbers on their side.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Almost anywhere 
+Environment: Almost anywhere
Health: 32
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
-size; Intellect defense as level 4 
+size; Intellect defense as level 4
Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
-a cyclops can make a melee attack against creatures within short range. 
+a cyclops can make a melee attack against creatures within short range.
> Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
-> points of damage to all targets in an immediate area. 
+> points of damage to all targets in an immediate area.
>
> Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
> creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
-> points of damage. Escaping from under a dead cyclops requires a successful Might roll. 
+> points of damage. Escaping from under a dead cyclops requires a successful Might roll.
Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
-cyclops thinks about its belly first and foremost and doesnt pay much attention to what it stuffs in its mouth. 
+cyclops thinks about its belly first and foremost and doesnt pay much attention to what it stuffs in its mouth.
Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
-who investigate learn that the cyclops has been robbed and is trying to find the stolen item. 
+who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
typical sack contains 1d100 coins of the realm and a couple of cyphers.
@@ -61625,48 +61625,48 @@
mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
-mortals to produce cambion offspring. 
+mortals to produce cambion offspring.
-Motive: Power, conquest, souls 
+Motive: Power, conquest, souls
-Environment: Any hell dimension, sometimes called by mortal magic 
+Environment: Any hell dimension, sometimes called by mortal magic
Health: 100
-Damage Inflicted: 12 points 
+Damage Inflicted: 12 points
-Armor: 5 
+Armor: 5
-Movement: Short; long when flying 
+Movement: Short; long when flying
Modifications: History and magical knowledge as level 10
Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
-on all targets within immediate range as an action. 
+on all targets within immediate range as an action.
They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
lower—usually destructive, painful, and transformative effects.
- A demon lord automatically regains 3 points of health per round. They typically have the following abilities: 
+ A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
-level 7 creature. 
+level 7 creature.
-• Possession: The demon lord can possess a creature and still use its own abilities. 
+• Possession: The demon lord can possess a creature and still use its own abilities.
-• Summon Demon: Summon a demon or devil to serve it for one day. 
+• Summon Demon: Summon a demon or devil to serve it for one day.
• Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
-the wish is often twisted or has hidden consequences. 
+the wish is often twisted or has hidden consequences.
Interaction: Demon lords are willing to bargain with mortals if it leads to the mortals corruption or advances the
-demons agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items. 
+demons agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
-a favor to be named later. 
+a favor to be named later.
Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
armor, as well as 1d6 cyphers.
@@ -61674,36 +61674,36 @@
ELEMENTAL, AIR 4 (12)
Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
-and often resemble an area of mist or a cloudlike humanoid shape. 
+and often resemble an area of mist or a cloudlike humanoid shape.
-Motive: Mischief and destruction 
+Motive: Mischief and destruction
-Environment: Anywhere the wind blows 
+Environment: Anywhere the wind blows
-Health: 24 
+Health: 24
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Long when flying 
+Movement: Long when flying
-Modifications: Stealth as level 6
+Modifications: Stealth as level 6
Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
-start of its next turn. 
+start of its next turn.
An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
cant be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
-to return to its normal form. 
+to return to its normal form.
Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
-cause trouble elsewhere. 
+cause trouble elsewhere.
Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isnt
important or relevant. They can be summoned with magic but dont like being controlled, and there is a 10 percent chance
-that they free themselves and strike out on their own. 
+that they free themselves and strike out on their own.
Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
@@ -61713,35 +61713,35 @@
The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
-threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions. 
+threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-Motive: Defense of forests 
+Motive: Defense of forests
-Environment: Anywhere trees grow 
+Environment: Anywhere trees grow
-Health: 36 
+Health: 36
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 2 
+Armor: 2
-Movement: Immediate 
+Movement: Immediate
Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorns prick. Worse, the
-poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll. 
+poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
-trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion. 
+trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
-summoner. 
+summoner.
Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
-might break off hostilities and instead ask the characters to help. 
+might break off hostilities and instead ask the characters to help.
Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
former possessions. One or two might have a cypher and other tools and treasure.
@@ -61750,21 +61750,21 @@
Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
-They can spontaneously appear in locations with pristine salt or fresh water. 
+They can spontaneously appear in locations with pristine salt or fresh water.
-Motive: Flood, drown, and wash away 
+Motive: Flood, drown, and wash away
-Environment: Anywhere there is flowing water 
+Environment: Anywhere there is flowing water
-Health: 24 
+Health: 24
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; long if swimming 
+Movement: Short; long if swimming
-Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water 
+Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range. 
+Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
@@ -61772,13 +61772,13 @@
every round or move one step down the damage track from drowning as the elemental forces itself into the creatures
lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
-its previous position to fight other opponents. 
+its previous position to fight other opponents.
Any attack that inflicts 6 or more points of cold damage hinders a water elementals actions on its next turn.
Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
-they break free of the spell and lash out against their summoner. 
+they break free of the spell and lash out against their summoner.
Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
@@ -61788,53 +61788,53 @@
Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
-order to tear them down from the inside. 
+order to tear them down from the inside.
-Motive: Domination of others, divine rule 
+Motive: Domination of others, divine rule
-Environment: Almost anywhere that people live 
+Environment: Almost anywhere that people live
-Health: 28 
+Health: 28
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Deception, persuasion, and religious lore as level 8 
+Modifications: Deception, persuasion, and religious lore as level 8
Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
-often rely on zealous minions to protect them from melee opponents. 
+often rely on zealous minions to protect them from melee opponents.
Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
-a ward against energy damage. They also have the following magical abilities: 
+a ward against energy damage. They also have the following magical abilities:
-• Curse: The priest curses a foe within short range, hindering all of the foes actions by two steps. 
+• Curse: The priest curses a foe within short range, hindering all of the foes actions by two steps.
-• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse. 
+• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
• Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
-under their control. The undead revert to corpses after a day. 
+under their control. The undead revert to corpses after a day.
• Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
-higher, using its soul to grant one ally an asset on all actions and defenses for one day. 
+higher, using its soul to grant one ally an asset on all actions and defenses for one day.
• Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
-or swarm of bugs). The summoned creature serves the priest for an hour before vanishing. 
+or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
• An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
-religion. Most also wear armor or have an ongoing defensive spell that grants them Armor. 
+religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
-on. 
+on.
Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
-up dead. 
+up dead.
Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
cyphers, and an artifact.
@@ -61844,41 +61844,41 @@
Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
-guide or a pretty light in the distance, lure lost travelers to various dooms. 
+guide or a pretty light in the distance, lure lost travelers to various dooms.
-Motive: Unpredictable 
+Motive: Unpredictable
-Environment: Alone or in a flutter of three to twelve 
+Environment: Alone or in a flutter of three to twelve
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Immediate; long when flying 
+Movement: Immediate; long when flying
Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
-quickness 
+quickness
Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
-such as bows, spears, or swords. 
+such as bows, spears, or swords.
If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
-who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie. 
+who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
-sphere. 
+sphere.
-Faeries regenerate 1 point of health per round while their health is above 0. 
+Faeries regenerate 1 point of health per round while their health is above 0.
Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
-minute. 
+minute.
Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
-end up leaving the PCs in the lurch at just the wrong moment. 
+end up leaving the PCs in the lurch at just the wrong moment.
Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
destination could be a wicked witch or other unpleasant location.
@@ -61895,37 +61895,37 @@
upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
One who dares look at a gorgons face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
Instead of hair, serpents crown a gorgons head, snapping and hissing at anyone who draws near. Yet the most terrible
-aspect of a gorgon is its gaze, which can turn any creature to stone. 
+aspect of a gorgon is its gaze, which can turn any creature to stone.
-Motive: Isolation, defense 
+Motive: Isolation, defense
-Environment: Alone, sequestered in the isolated ruins of old cities and castles 
+Environment: Alone, sequestered in the isolated ruins of old cities and castles
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: Short 
+Movement: Short
Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
-Armor). 
+Armor).
Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
the character is killed by this damage, they are turned to stone.
- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat. 
+ Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
-with one would be something of a feat. 
+with one would be something of a feat.
Use: A gorgons head retains its power to petrify for several days after being cut from the creature. The PCs might
-brave the gorgon so they can use its head to defeat an even more powerful foe. 
+brave the gorgon so they can use its head to defeat an even more powerful foe.
Loot: A gorgon typically has a few cyphers and may have an artifact as well.
@@ -61933,61 +61933,61 @@
Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
-love corrupting pure and innocent things, and feast on the dreams and flesh of their victims. 
+love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-Motive: Power, treachery 
+Motive: Power, treachery
-Environment: Forests, swamps, mountains, and unpleasant natural locations 
+Environment: Forests, swamps, mountains, and unpleasant natural locations
-Health: 25 
+Health: 25
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7 
+Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
-can breathe water, and usually have three or more of the following abilities: 
+can breathe water, and usually have three or more of the following abilities:
• Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
-attack). 
+attack).
-• Change shape: Transform into a humanoid or common animal, or return to their own form. 
+• Change shape: Transform into a humanoid or common animal, or return to their own form.
-• Curse: Curse a creature within long range, hindering all physical actions by two steps. 
+• Curse: Curse a creature within long range, hindering all physical actions by two steps.
• Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
-they fail an Intellect defense roll. 
+they fail an Intellect defense roll.
• Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
-not an action. 
+not an action.
• Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
-tasks. 
+tasks.
• Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
-within short range (3 points if within long range). 
+within short range (3 points if within long range).
-• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km). 
+• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-• Scrying eye: View any familiar location within 1 mile as if they were observing it directly. 
+• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature. 
+• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
Three or more allied hags form a coven, which allows them to use each others magical abilities, and usually grants the
-coven (when working together) one or two additional abilities. 
+coven (when working together) one or two additional abilities.
Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
-proper respect and bribed or paid, a hag can be a valuable source of lore. 
+proper respect and bribed or paid, a hag can be a valuable source of lore.
Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
-enters their territory without carrying a specific gift. 
+enters their territory without carrying a specific gift.
Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
@@ -61995,21 +61995,21 @@
A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
-torment people and lure them to their deaths. 
+torment people and lure them to their deaths.
-Motive: Hungers for flesh, causing anguish 
+Motive: Hungers for flesh, causing anguish
-Environment: Coastline, forest, and mountains 
+Environment: Coastline, forest, and mountains
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Perception and Speed defense as level 4 
+Modifications: Perception and Speed defense as level 4
-Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons. 
+Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
@@ -62024,14 +62024,14 @@
creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
-over the railing of a ship. 
+over the railing of a ship.
Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
-and screech at people like an angry bird than try to communicate. 
+and screech at people like an angry bird than try to communicate.
Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
-any food set out for him. 
+any food set out for him.
Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
washed.
@@ -62045,33 +62045,33 @@
much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
-of skeletal steeds and wield lances. 
+of skeletal steeds and wield lances.
-Motive: Obedience to its master 
+Motive: Obedience to its master
-Environment: Anywhere 
+Environment: Anywhere
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 3 
+Armor: 3
-Movement: Short; long while mounted on a skeletal steed 
+Movement: Short; long while mounted on a skeletal steed
-Modifications: Resists fear and intimidation as level 10 
+Modifications: Resists fear and intimidation as level 10
-Combat: A hollow knight usually fights with a sword or mace. 
+Combat: A hollow knight usually fights with a sword or mace.
When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
-the knight inflicts 7 points of damage. 
+the knight inflicts 7 points of damage.
A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
-suit of armor falls apart, and wisps of grey smoke curl up from the remains. 
+suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators. 
+Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
@@ -62083,44 +62083,44 @@
This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beasts most discomfiting feature
is its magical ability to sprout new heads when its wounded. Some hydras dwell on land, others in water. Most seem to
-have been set as guardians of important places by higher powers, which is probably why theyre so difficult to kill. 
+have been set as guardians of important places by higher powers, which is probably why theyre so difficult to kill.
-Motive: Hungers for flesh, defend a location 
+Motive: Hungers for flesh, defend a location
-Environment: Swamps, coasts, and forests 
+Environment: Swamps, coasts, and forests
-Health: 24 
+Health: 24
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Short when walking or swimming 
+Movement: Short when walking or swimming
-Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size 
+Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
-(ignores Armor). 
+(ignores Armor).
All five of a hydras heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
-Armor). 
+Armor).
Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
additional heads that sprout from the creature. (The same thing happens if one of the creatures snakelike heads is
decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
-energy attacks do not trigger the healing pulse and head genesis. 
+energy attacks do not trigger the healing pulse and head genesis.
-Interaction: A hydra is a cunning predator, but not intelligent. It cant bargain or negotiate. 
+Interaction: A hydra is a cunning predator, but not intelligent. It cant bargain or negotiate.
Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
distracted before attacking.
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
+ Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
JOTUNN (NORSE GIANT)
@@ -62133,41 +62133,41 @@
Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
-that glow with the natural heat of their bodies. 
+that glow with the natural heat of their bodies.
-Motive: Destruction, hungers for flesh, honor 
+Motive: Destruction, hungers for flesh, honor
-Environment: Hot mountains, volcanic areas, supernatural fires 
+Environment: Hot mountains, volcanic areas, supernatural fires
-Health: 30 
+Health: 30
-Damage Inflicted: 6 points plus 3 points from fire 
+Damage Inflicted: 6 points plus 3 points from fire
-Armor: 3 (immune to fire) 
+Armor: 3 (immune to fire)
-Movement: Short 
+Movement: Short
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8 
+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
jotunns body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
-damage. 
+damage.
A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
-minutes. 
+minutes.
Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attacks normal damage, up to
-a maximum of 5 additional points of cold damage). 
+a maximum of 5 additional points of cold damage).
-Fire jotunn leaders sometimes have magical powers, usually related to earth and fire. 
+Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
-through their land or join them for a feast. 
+through their land or join them for a feast.
Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
-fortified village or town, hurling boulders, starting fires, and stealing livestock. 
+fortified village or town, hurling boulders, starting fires, and stealing livestock.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
@@ -62176,42 +62176,42 @@
Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
-axes that channel powerful cold from their bodies. 
+axes that channel powerful cold from their bodies.
-Motive: Destruction, hungers for flesh, honor 
+Motive: Destruction, hungers for flesh, honor
-Environment: Cold mountains and plains 
+Environment: Cold mountains and plains
-Health: 30 
+Health: 30
-Damage Inflicted: 6 points plus 3 points from cold 
+Damage Inflicted: 6 points plus 3 points from cold
-Armor: 2 (immune to cold) 
+Armor: 2 (immune to cold)
-Movement: Short; long when skiing 
+Movement: Short; long when skiing
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8 
+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
jotunns body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
-points of cold damage. 
+points of cold damage.
A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
-several minutes. 
+several minutes.
Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attacks normal damage, up
-to a maximum of 5 additional points of fire damage). 
+to a maximum of 5 additional points of fire damage).
-Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather. 
+Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
-or tricked. 
+or tricked.
Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
-food and conversation. A clan of jotunns uses the cover of a storm to raid a village. 
+food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
@@ -62223,52 +62223,52 @@
its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
-with or command other undead, such as wraiths, skeletons, vampires, and zombies. 
+with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-Motive: Magic, immortality, power 
+Motive: Magic, immortality, power
-Environment: Wherever they can remain hidden and work undisturbed 
+Environment: Wherever they can remain hidden and work undisturbed
-Health: 45 
+Health: 45
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Intellect defense and magical lore as level 10 
+Modifications: Intellect defense and magical lore as level 10
Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
creature within immediate range of the target. A lich knows many spells, such as the following:
- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
+ • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
into corpses.
- • Armor: Gain +5 Armor for one hour. 
+ • Armor: Gain +5 Armor for one hour.
• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
-also moves two steps down the damage track. 
+also moves two steps down the damage track.
-• Fly: For one hour, move through the air as effortlessly as walking. 
+• Fly: For one hour, move through the air as effortlessly as walking.
-• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions. 
+• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute. 
+• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly. 
+• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
• Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
-returning at full health and with all of its abilities and memories. 
+returning at full health and with all of its abilities and memories.
Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
-trade. 
+trade.
Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
-with a demon to unleash a plague in exchange for obscure magical knowledge. 
+with a demon to unleash a plague in exchange for obscure magical knowledge.
Loot: A lich has 1d6 cyphers and usually an artifact.
@@ -62277,38 +62277,38 @@
A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpions tail. The head is
bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
-the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting. 
+the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-Motive: Hungers for flesh (especially human flesh) 
+Motive: Hungers for flesh (especially human flesh)
-Environment: Mountains and plains 
+Environment: Mountains and plains
-Health: 22 
+Health: 22
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 1 
+Armor: 1
-Movement: Long 
+Movement: Long
-Modifications: Ranged attacks as level 5 
+Modifications: Ranged attacks as level 5
Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
-direction, and often surprises its prey by leaping from concealment. 
+direction, and often surprises its prey by leaping from concealment.
Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
-roll or take 1 additional point of Speed damage. 
+roll or take 1 additional point of Speed damage.
Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
-Most of them are not intelligent enough to know how to speak human languages. 
+Most of them are not intelligent enough to know how to speak human languages.
Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
-on the road, with only bloodstains on the ground suggesting that they were harmed. 
+on the road, with only bloodstains on the ground suggesting that they were harmed.
Loot: A manticores stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
or two small objects it was unable to digest.
@@ -62320,46 +62320,46 @@
underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
-magic and other skills. 
+magic and other skills.
Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
-protecting their waters against outsiders. 
+protecting their waters against outsiders.
-Motive: Defense, entertainment 
+Motive: Defense, entertainment
Environment: Oceans, seas, and coasts
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Immediate; short when swimming 
+Movement: Immediate; short when swimming
-Modifications: Perception as level 4 while in water 
+Modifications: Perception as level 4 while in water
Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
-crossbows designed to fire underwater up to a short distance away. 
+crossbows designed to fire underwater up to a short distance away.
About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
-swim up to a long distance as their action. 
+swim up to a long distance as their action.
About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
-and clouds in a very long area) by concentrating for several minutes. 
+and clouds in a very long area) by concentrating for several minutes.
Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
-merfolk are amiable to conversation and trade with people who treat them with fairness and respect. 
+merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
-large fish have been harassing boats and ships that stray too far from the shallows and shores. 
+large fish have been harassing boats and ships that stray too far from the shallows and shores.
Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
merperson usually has a cypher and might have an artifact.
@@ -62370,38 +62370,38 @@
curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
-younger individuals claiming their own territory. 
+younger individuals claiming their own territory.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Caves, plains, and labyrinths 
+Environment: Caves, plains, and labyrinths
-Health: 19 
+Health: 19
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Hunting and tracking as level 5 
+Modifications: Hunting and tracking as level 5
Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
-make an attack, which inflicts an additional 3 points of damage. 
+make an attack, which inflicts an additional 3 points of damage.
Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
people into the maze and give the minotaur time to corner their prey. S
ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
-area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds. 
+area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
-typically choose not to speak to weaker creatures (such as humans). 
+typically choose not to speak to weaker creatures (such as humans).
Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
-in a corn maze, leaving nothing but bones and bloodstains. 
+in a corn maze, leaving nothing but bones and bloodstains.
Loot: Minotaurs dont have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
@@ -62413,33 +62413,33 @@
the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
-in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire. 
+in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-Motive: Hungers for flesh, defense 
+Motive: Hungers for flesh, defense
-Environment: Caves, forests, hills, and underground 
+Environment: Caves, forests, hills, and underground
-Health: 6 
+Health: 6
-Damage Inflicted: 2 points 
+Damage Inflicted: 2 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Stealth and tracking as level 4 
+Modifications: Stealth and tracking as level 4
Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
-into them. 
+into them.
Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
-“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog. 
+“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
-creatures language. 
+creatures language.
Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks wholl steal away foolish
-children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints. 
+children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
Loot: Morlocks dont value what they cant eat, but their lair may have a cypher or two from a recent victim.
@@ -62447,43 +62447,43 @@
The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
-of dead always rises. 
+of dead always rises.
-Motive: Magical power, mastery over death 
+Motive: Magical power, mastery over death
-Environment: In places where dead are interred, usually with some number of undead servitors 
+Environment: In places where dead are interred, usually with some number of undead servitors
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Speed defense as level 6 due to shroud of undead protective spirits 
+Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic. 
+Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
-defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact. 
+defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
A necromancer who isnt already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
-below) at a time. 
+below) at a time.
A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancers will for one
-minute. 
+minute.
Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
(such as peasants and city folk). They will negotiate but usually dont have the capacity to care about another persons
-well-being; theyre sociopathic. 
+well-being; theyre sociopathic.
Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
-dead character is imprisoned within. 
+dead character is imprisoned within.
Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
@@ -62491,43 +62491,43 @@
Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
-territories where they encounter and defeat various magical creatures. 
+territories where they encounter and defeat various magical creatures.
-Motive: Accomplish noble (or ignoble) deeds 
+Motive: Accomplish noble (or ignoble) deeds
-Environment: Almost anywhere, often alone, sometimes with followers 
+Environment: Almost anywhere, often alone, sometimes with followers
-Health: 50 
+Health: 50
-Damage Inflicted: 10 points 
+Damage Inflicted: 10 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
-shield 
+shield
Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
-hit. 
+hit.
Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed. The artifact might be
-the very weapon a knight wields in combat and could grant them one or more of the following additional abilities: 
+the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:
> Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to
> accomplish a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars
-> holding up a structure), which they attempt as if they were level 10. 
+> holding up a structure), which they attempt as if they were level 10.
>
-> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn. 
+> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
>
-> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep. 
+> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
Interaction: Flowery language and impeccable manners show a knights noble background. Those who negotiate with one in
good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
-trusts. 
+trusts.
-Use: A noble knight has decided that they must guard a bridge against any who would cross it. 
+Use: A noble knight has decided that they must guard a bridge against any who would cross it.
Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
@@ -62538,36 +62538,36 @@
true nature, with limb-like branches and faces in the bark of their trunk. They dont always move, but with effort, they
can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
-or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel. 
+or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-Motive: Defense 
+Motive: Defense
-Environment: Found in groves or copses of five to twenty 
+Environment: Found in groves or copses of five to twenty
-Health: 16 
+Health: 16
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
-Modifications: Initiative as level 4; Speed defense as level 2 due to size 
+Modifications: Initiative as level 4; Speed defense as level 2 due to size
Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the trees
-attack is eased. 
+attack is eased.
> If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage)
> and toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another
> solid object. If they are tossed at another creature, that second creature must make a successful Speed defense roll
-> or also take this damage. 
+> or also take this damage.
>
-> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage. 
+> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
>
> Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
> any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
-> can speak eloquently, if sometimes slowly. 
+> can speak eloquently, if sometimes slowly.
>
> Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
> direction.
@@ -62576,36 +62576,36 @@
These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-relying on tricks and lies, or alluring music they play on pipes. 
+relying on tricks and lies, or alluring music they play on pipes.
-Motive: Play tricks, gather treasure, fulfill desires 
+Motive: Play tricks, gather treasure, fulfill desires
-Environment: Woodlands, hills, and plains 
+Environment: Woodlands, hills, and plains
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 1 
+Armor: 1
-Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7 
+Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
-magical effects by playing their pipes as an action, which can either bolster allies or harm enemies: 
+magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
> Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
-> and leaping. Attacks made against affected targets are eased. 
+> and leaping. Attacks made against affected targets are eased.
>
> Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased;
-> if it hits, it inflicts +3 damage.
+> if it hits, it inflicts +3 damage.
> Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
-> one of its allies. 
+> one of its allies.
Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
-remains honest, and then for only a short period. 
+remains honest, and then for only a short period.
Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
-charismatic cult leader has set up in the woods and clouds the minds of all who come near. 
+charismatic cult leader has set up in the woods and clouds the minds of all who come near.
Loot: A satyr is likely to carry one or two cyphers.
@@ -62613,37 +62613,37 @@
Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creatures silhouette. They creep
along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when theyre ready to
-clutch at a victim with their cold claws. 
+clutch at a victim with their cold claws.
-Motive: Hunger for life energy 
+Motive: Hunger for life energy
-Environment: Anywhere that shadows can occur 
+Environment: Anywhere that shadows can occur
-Health: 3 
+Health: 3
-Damage Inflicted: 2 points 
+Damage Inflicted: 2 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Stealth as level 3 
+Modifications: Stealth as level 3
Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
-immediate distance or knocking over a candle takes intense concentration. 
+immediate distance or knocking over a candle takes intense concentration.
A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
-menacingly for a few minutes but lose interest if it seems like their prey wont be bringing back the light. 
+menacingly for a few minutes but lose interest if it seems like their prey wont be bringing back the light.
Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
-cell, but cannot move through solid objects. 
+cell, but cannot move through solid objects.
Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
-prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language. 
+prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
appears to have two shadows just before they feel icy coldness slide along their flesh.
@@ -62653,44 +62653,44 @@
A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
-skulls are wreathed in flame; its the by-product of the creatures previous meal. 
+skulls are wreathed in flame; its the by-product of the creatures previous meal.
-Motive: Hungers for souls 
+Motive: Hungers for souls
-Environment: Usually at the center of tombs 
+Environment: Usually at the center of tombs
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Long when flying 
+Movement: Long when flying
Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
-knowledge of arcane methodologies and rituals as level 8 
+knowledge of arcane methodologies and rituals as level 8
Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
-a time. 
+a time.
In addition, a dread skull can draw out a victims consciousness and absorb it in a blaze of supernatural fire. To do
so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
-defense roll or take an additional 5 points of Intellect damage (ignores Armor). 
+defense roll or take an additional 5 points of Intellect damage (ignores Armor).
If a dread skull drains a characters Intellect Pool to 0 through repeated bites, the characters soul is sucked into
the skull, and the body falls limp. Once absorbed into the skull, a victims essence is trapped and slowly consumed over
-the next twenty-four hours. During this period, the skull regenerates 1 point of health per round. 
+the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
If a dread skull isnt destroyed within twenty-four hours of eating a soul, the victims essence is fully consumed. If
-the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies. 
+the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
-what they want. 
+what they want.
Use: Soul eaters remember a little bit of the knowledge of every creatures essence they consume. The PCs need to learn
-the command word of an artifact theyve found, but the only one who knew it was consumed by a dread skull. 
+the command word of an artifact theyve found, but the only one who knew it was consumed by a dread skull.
Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
artifact.
@@ -62701,47 +62701,47 @@
some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
-lion. 
+lion.
-Motive: Defense, riddles 
+Motive: Defense, riddles
-Environment: Deserts, plains, and mountains 
+Environment: Deserts, plains, and mountains
-Health: 25 
+Health: 25
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 
+Armor: 2
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Intellect defense and magical lore as level 8 
+Modifications: Intellect defense and magical lore as level 8
Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
-abilities: 
+abilities:
• Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
-lifts the curse. 
+lifts the curse.
• Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
-toward their normal allotment. Can be used three times per day. 
+toward their normal allotment. Can be used three times per day.
• Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
-the creature stands confused for one minute even if they are attacked. 
+the creature stands confused for one minute even if they are attacked.
• Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
-(such as an area where it suspects an invisible enemy is hiding). 
+(such as an area where it suspects an invisible enemy is hiding).
-• Teleport: Instantaneously move a very long distance. Can be used once per day. 
+• Teleport: Instantaneously move a very long distance. Can be used once per day.
Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
-talkative, if arrogant. 
+talkative, if arrogant.
Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
-guard. 
+guard.
Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
@@ -62749,33 +62749,33 @@
A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
-meal. Usually, they distend their mouths and throats and swallow subdued prey whole. 
+meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Nearly anywhere, hunting alone or in pairs 
+Environment: Nearly anywhere, hunting alone or in pairs
-Health: 30 
+Health: 30
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Long 
+Movement: Long
-Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4 
+Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
-take 10 points of damage. 
+take 10 points of damage.
Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
-food grow into full-power trolls within a few weeks. 
+food grow into full-power trolls within a few weeks.
Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
-to attack and eat other creatures, but might be bargained with after a successful show of force. 
+to attack and eat other creatures, but might be bargained with after a successful show of force.
Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by
slavers, armies, and powerful wizards as guards and warriors.
@@ -62787,21 +62787,21 @@
that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
vermin, but together theyre a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
-adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense. 
+adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-Motive: Domination of other creatures, hunger 
+Motive: Domination of other creatures, hunger
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 30 
+Health: 30
Damage Inflicted: 7 points
-Armor: 1 
+Armor: 1
-Movement: Immediate; short when flying 
+Movement: Immediate; short when flying
-Modifications: Perception as level 8; Speed defense as level 5 due to slow nature 
+Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless its
@@ -62811,19 +62811,19 @@
If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
During the frenzy, the worm that walks regenerates 2 points of health per round. A victims equipment is retained for
-later study. 
+later study.
A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
-actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps. 
+actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
-makes a deal, it eventually reneges if it senses any advantage for doing so. 
+makes a deal, it eventually reneges if it senses any advantage for doing so.
Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
-larger region. 
+larger region.
Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
in the fight.
@@ -62836,35 +62836,35 @@
distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
may even attempt to finish a task it started in life. But in time, even the strongest-willed spirits mind erodes
-without physical substance to renew it, and it becomes an almost mindless monster of destruction. 
+without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-Motive: Destruction 
+Motive: Destruction
-Environment: Almost anywhere, singly or in groups of six to ten 
+Environment: Almost anywhere, singly or in groups of six to ten
-Health: 6 
+Health: 6
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Short while flying 
+Movement: Short while flying
-Modifications: Stealth as level 5 
+Modifications: Stealth as level 5
-Combat: A wraith attacks with its touch, which rots flesh and drains life. 
+Combat: A wraith attacks with its touch, which rots flesh and drains life.
A wraith can become fully insubstantial. After it does so, the creature cant change state again until its next turn.
While insubstantial, it cant affect or be affected by anything (except for weapons and attacks that specifically affect
undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
-keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally. 
+keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
-dealing 5 points of damage. 
+dealing 5 points of damage.
Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
-and descends fully into rage and the desire to spread destruction. 
+and descends fully into rage and the desire to spread destruction.
Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
@@ -62875,39 +62875,39 @@
Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
makes them seem much larger. Lacking a dragons fiery breath or other magical abilities, wyverns rely on their strong
flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
-two legs used for clumsy walking and two arm-wings used for flight and balance. 
+two legs used for clumsy walking and two arm-wings used for flight and balance.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Mountains, hills, and plains where large prey is plentiful 
+Environment: Mountains, hills, and plains where large prey is plentiful
-Health: 35 
+Health: 35
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short; long when flying 
+Movement: Short; long when flying
-Modifications: Perception as level 7; Speed defense as level 5 due to size 
+Modifications: Perception as level 7; Speed defense as level 5 due to size
Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
-its turn. 
+its turn.
The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
-weakening the prey so the wyvern can carry it away and eat in peace. 
+weakening the prey so the wyvern can carry it away and eat in peace.
Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
-give characters enough time to get safely away. 
+give characters enough time to get safely away.
Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
the ground.
- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
+ Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
an expensive item).
@@ -62915,7 +62915,7 @@
The most important element of each creature is its level. You use the level to determine the target number a PC must
reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
-parentheses after its level. The target number is three times the level. 
+parentheses after its level. The target number is three times the level.
A creatures target number is usually also its health, which is the amount of damage it can sustain before it is dead or
incapacitated.
@@ -62956,43 +62956,43 @@
ARTIFICIAL INTELLIGENCE (AI) 8 (24)
If a supercomputer can think independently, its a strong AI (an artificial intelligence). Though not as advanced as
-godminds, AIs can develop inscrutable goals. 
+godminds, AIs can develop inscrutable goals.
AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
-act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand. 
+act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-Motive: Varies 
+Motive: Varies
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 33 
+Health: 33
-Damage Inflicted: 10 
+Damage Inflicted: 10
-Armor: 2 
+Armor: 2
-Movement: Immediate 
+Movement: Immediate
-Modifications: Speed defense as level 2, knowledge tasks as level 9 
+Modifications: Speed defense as level 2, knowledge tasks as level 9
Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
creature to see—can affect all targets within short range of the AI (or the AIs local terminal), inflicting 10 points
-of damage from electricity (or 10 points of Intellect damage, which ignores Armor). 
+of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-and so on), regaining 5 points of health. 
+and so on), regaining 5 points of health.
An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
-to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else. 
+to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AIs
-voice often sounds surprisingly human. 
+voice often sounds surprisingly human.
Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isnt
-removed from the equation. 
+removed from the equation.
Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
@@ -63001,23 +63001,23 @@
Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
conglomerate. The human remnants in each cybrids carbon fiber and nested shells of nanotech exist in a red haze of
-pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay. 
+pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike. 
+has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-Motive: Kill away the pain 
+Motive: Kill away the pain
-Environment: Usually set to guard important areas, creatures, or objects, or deployed in war 
+Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-Health: 60 
+Health: 60
-Damage Inflicted: 10 
+Damage Inflicted: 10
-Armor: 3 
+Armor: 3
Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
-extended vehicular combat rules. 
+extended vehicular combat rules.
Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
@@ -63025,14 +63025,14 @@
focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
a successful Speed defense roll.
- Self-repair mechanisms allow the creature to regain 2 points of health per round. 
+ Self-repair mechanisms allow the creature to regain 2 points of health per round.
Interaction: If communication can be opened up through a cybrids haze of pain, it might be possible to temporarily wake
the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
-its become. 
+its become.
Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
-dome. If it engages, the death toll will be staggering. 
+dome. If it engages, the death toll will be staggering.
Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
@@ -63043,34 +63043,34 @@
ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
-with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others. 
+with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
shipped out to fight on faraway fronts, whether thats on a distant space station, moon, or in another star system
entirely. Without their drugs, they may devolve.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Groups of three to five, usually in locations where organized security cant easily reach 
+Environment: Groups of three to five, usually in locations where organized security cant easily reach
-Health: 21 Damage Inflicted: 6 to 12 points 
+Health: 21 Damage Inflicted: 6 to 12 points
-Movement: Short 
+Movement: Short
-Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature 
+Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
-starts anew. 
+starts anew.
Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
-seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts. 
+seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
-sheltering bunkers. 
+sheltering bunkers.
Loot: For every three or so devolved, one is likely to carry a cypher.
@@ -63081,34 +63081,34 @@
building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
-intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly. 
+intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
or wasp mounds, or something without any reference at all in the natural world.
-Motive: Hungers for matter, including flesh 
+Motive: Hungers for matter, including flesh
Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
-where everyone carries a smartphone, AR glasses, or something similar 
+where everyone carries a smartphone, AR glasses, or something similar
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Flies a long distance 
+Movement: Flies a long distance
Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
defense task or take 4 points of damage. If the character doesnt wear armor of some kind, they take 1 point of damage
-even if they succeed. 
+even if they succeed.
For its part, an ecophagic swarm ignores any attack that targets a single creature (unless its an electrical attack),
but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
-cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic. 
+cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
-attempts to influence it are hindered by three steps. 
+attempts to influence it are hindered by three steps.
Use: A promising new nanotech “printing” technology was hacked by radical elements.
@@ -63120,29 +63120,29 @@
minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
-they absorb, even a previously eaten living intelligent being. 
+they absorb, even a previously eaten living intelligent being.
-Motive: Hungers for information 
+Motive: Hungers for information
-Environment: Moist and warm areas 
+Environment: Moist and warm areas
-Health: 33 
+Health: 33
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Immediate; immediate when climbing or burrowing 
+Movement: Immediate; immediate when climbing or burrowing
-Modifications: Speed defense as level 5 due to size 
+Modifications: Speed defense as level 5 due to size
Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slimes surface
and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-with the slime. 
+with the slime.
Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
-translator. Of course, a stranger might not understand why the exoslime is trying to eat it. 
+translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
materials.
@@ -63153,17 +63153,17 @@
its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
-planet. 
+planet.
-Motive: Ineffable 
+Motive: Ineffable
-Environment: Anywhere, usually in space 
+Environment: Anywhere, usually in space
-Health: 50 (per instance) 
+Health: 50 (per instance)
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
-Movement: Very long when flying 
+Movement: Very long when flying
Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
@@ -63171,11 +63171,11 @@
temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
instance were targeted, and successfully neutralized or even destroyed, the godmind itself isnt harmed. An aggressor
-would have to find the godminds primeval “computer core” to destroy one, likely an epic quest in and of itself. 
+would have to find the godminds primeval “computer core” to destroy one, likely an epic quest in and of itself.
Interaction: To actually get a godminds attention and negotiate could require ancient command code, finding an old
input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, its likely
-to be in a form that is initially enigmatic, though ultimately extremely powerful. 
+to be in a form that is initially enigmatic, though ultimately extremely powerful.
Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
@@ -63187,35 +63187,35 @@
Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
-to feed on next. 
+to feed on next.
Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
vapor.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
-vacuum. 
+vacuum.
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: Flies an immediate distance each round 
+Movement: Flies an immediate distance each round
-Modifications: Stealth tasks as level 5 
+Modifications: Stealth tasks as level 5
Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
-zero health, a smooth thumb-sized egg of unknown material is left behind. 
+zero health, a smooth thumb-sized egg of unknown material is left behind.
Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
-experiences and figure out creative solutions to problems. 
+experiences and figure out creative solutions to problems.
Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
-pickings. But a strange haze seems to hang over the station. 
+pickings. But a strange haze seems to hang over the station.
Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
amount equal to the expensive price category.
@@ -63227,23 +63227,23 @@
over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
-fresh mechanism to begin the rebirth process again. 
+fresh mechanism to begin the rebirth process again.
Infovores have also been called ghost fabricators and aterics
-Motive: Hungers for information 
+Motive: Hungers for information
-Environment: Anywhere powered devices are found 
+Environment: Anywhere powered devices are found
-Health: 9 
+Health: 9
-Damage Inflicted: 310 points 
+Damage Inflicted: 310 points
-Armor: 3 
+Armor: 3
-Movement: Short 
+Movement: Short
-Modifications: Attacks and defends at an ever-escalating level 
+Modifications: Attacks and defends at an ever-escalating level
Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
@@ -63252,13 +63252,13 @@
the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
-difficulty 6 Intellect-based task. 
+difficulty 6 Intellect-based task.
Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
-from “spinning up” to become a threat and learn something valuable, but only for a short period. 
+from “spinning up” to become a threat and learn something valuable, but only for a short period.
Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
-an inactive infovore, quiescent until plugged in or scanned. 
+an inactive infovore, quiescent until plugged in or scanned.
Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, theres a
chance that one of those cyphers is actually the infovore seed.
@@ -63272,19 +63272,19 @@
wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
-level of technology and advancement well above that enjoyed by humans. 
+level of technology and advancement well above that enjoyed by humans.
-Motive: Knowledge 
+Motive: Knowledge
-Environment: In groups of three to twelve 
+Environment: In groups of three to twelve
-Health: 18 
+Health: 18
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Knowledge-related tasks as level 8 
+Modifications: Knowledge-related tasks as level 8
Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
@@ -63293,12 +63293,12 @@
manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
-transdimensional redoubt). 
+transdimensional redoubt).
Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
-characters are willing to divulge. 
+characters are willing to divulge.
-Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors. 
+Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
@@ -63311,29 +63311,29 @@
objects turn against living people. An instance often has the form of the system its infected, but occasionally fatal
malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
server room, shipmind core, or data center, having perverted the original machines self-repair functions. Sometimes 4D
-printers are also compromised. 
+printers are also compromised.
-Motive: Corruption and destruction 
+Motive: Corruption and destruction
-Environment: Any electronic system able to run code can host one or more instances 
+Environment: Any electronic system able to run code can host one or more instances
-Health: 18 
+Health: 18
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Movement: As the system it infects 
+Movement: As the system it infects
-Modifications: Knowledge tasks related to computers and other electronic systems as level 6 
+Modifications: Knowledge tasks related to computers and other electronic systems as level 6
Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
system is a computer, smartphone, AR glasses, or some other piece of equipment that doesnt have any intrinsic movement,
the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
-instances, and those that survive are usually slightly better at avoiding being erased than the previous generations. 
+instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
Interaction: Fatal malware isnt really sentient and thus cant really be negotiated with; some instances could mimic
-intelligence to draw humans into a trap. 
+intelligence to draw humans into a trap.
Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
unexpectedly dangerous ways. The shipmind itself doesnt know its infected.
@@ -63346,34 +63346,34 @@
slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesnt
know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
Thats the eternal question and one thats usually answered by those most afraid of potential dangers that might
-accompany the creation of something no one intended. 
+accompany the creation of something no one intended.
-Motive: Defense or destruction 
+Motive: Defense or destruction
-Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility 
+Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-Health: 18 
+Health: 18
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organisms
poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
-damage. 
+damage.
Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
-organism might still be calmed, but all such attempts are hindered. 
+organism might still be calmed, but all such attempts are hindered.
Use: A scientists ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-loss of its creator. 
+loss of its creator.
Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
-two and another item that, with a bit of jury-rigging, works as an artifact. 
+two and another item that, with a bit of jury-rigging, works as an artifact.
NATATHIM 3 (9)
@@ -63382,37 +63382,37 @@
oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
-and they have webbed extremities with retractable claws. 
+and they have webbed extremities with retractable claws.
Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at whats been
done to them. Alternatively, natathim could be discovered in Earths deepest oceans, their origin mysterious, but able
-to interbreed with humans as a method for maintaining their line. 
+to interbreed with humans as a method for maintaining their line.
-Motive: Just as with humans, natathim have many and varied motivations and drives. 
+Motive: Just as with humans, natathim have many and varied motivations and drives.
Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
-Natathim can act normally in air for up to twenty-four hours before they must return to water. 
+Natathim can act normally in air for up to twenty-four hours before they must return to water.
-Health: 9 
+Health: 9
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 2 
+Armor: 2
-Movement: Short on land; long in the water 
+Movement: Short on land; long in the water
-Modifications: Swims as level 6 
+Modifications: Swims as level 6
Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
magnetoreception ability that allows them to see into frequencies other creatures cant, or even stranger abilities to
-interact magnetically with their surroundings, though this is little understood. 
+interact magnetically with their surroundings, though this is little understood.
Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-for having created their species in the first place, depending on the setting. 
+for having created their species in the first place, depending on the setting.
Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
-somewhere in the Opulence of Outer Planets. 
+somewhere in the Opulence of Outer Planets.
Loot: Some natathim carry valuable items and equipment.
@@ -63425,40 +63425,40 @@
have little interest in human spacecraft. (Theyre called omworwar after the sound disrupted communication devices make
in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
-galaxy all their own. 
+galaxy all their own.
Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
to these beings as wharn cogitators.
-Motive: Unpredictable 
+Motive: Unpredictable
-Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors 
+Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-Health: 42 
+Health: 42
-Damage Inflicted: 12 points 
+Damage Inflicted: 12 points
-Armor: 10 
+Armor: 10
Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
-vehicular combat rules. FTL capable. 
+vehicular combat rules. FTL capable.
-Modifications: Speed defense as level 7 due to size 
+Modifications: Speed defense as level 7 due to size
Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
-deep concentration. 
+deep concentration.
Interaction: Omworwar disregard most other creatures, because from the omworwars perspective, theyre like mayflies,
here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
-manifest cypher. 
+manifest cypher.
Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
-going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis. 
+going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
Loot: Four level 10 manifest cyphers.
@@ -63470,33 +63470,33 @@
person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
-power, may be why many seem slightly mad. 
+power, may be why many seem slightly mad.
-Motive: Varies 
+Motive: Varies
-Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres 
+Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-Health: 22 
+Health: 22
-Damage Inflicted: 8 points 
+Damage Inflicted: 8 points
-Armor: 3 
+Armor: 3
-Movement: Reconstitutes itself anywhere light can reach within long range as part of another action 
+Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-Modifications: Knowledge tasks as level 8 
+Modifications: Knowledge tasks as level 8
Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
-until destroyed). 
+until destroyed).
A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
-source of light is itself or objects it has created. 
+source of light is itself or objects it has created.
Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
-agendas, which often involve elaborate schemes. 
+agendas, which often involve elaborate schemes.
Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
vessel.
@@ -63508,40 +63508,40 @@
radically exceed regular people. They cant really be considered human any longer; theyve transcended humanity, which
is why theyre also sometimes called transhumans. Theyre often involved in large-scale projects, such as creating
bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
-of consciousness or being. 
+of consciousness or being.
-Motive: Variable 
+Motive: Variable
-Environment: Alone or in small groups or communities in orbital colonies or other designed locations 
+Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-Health: 50 
+Health: 50
-Damage Inflicted: 9 points 
+Damage Inflicted: 9 points
-Armor: 4 
+Armor: 4
-Movement: Short; flies a long distance 
+Movement: Short; flies a long distance
-Modifications: Knowledge tasks as level 9 
+Modifications: Knowledge tasks as level 9
Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
-targets caught in the conflagration succeed on a Speed defense roll. 
+targets caught in the conflagration succeed on a Speed defense roll.
Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
-action. 
+action.
-Posthumans automatically regain 2 points of health per round while its health is above 0. 
+Posthumans automatically regain 2 points of health per round while its health is above 0.
Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
-motivations are complex and many-layered. 
+motivations are complex and many-layered.
Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
-that realm escaping, the posthuman continues their work. 
+that realm escaping, the posthuman continues their work.
Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
@@ -63555,28 +63555,28 @@
strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
-finding other redivi, and eventually, finding their “universal seed.” 
+finding other redivi, and eventually, finding their “universal seed.”
-Motive: Knowledge 
+Motive: Knowledge
-Environment: Almost anywhere, searching 
+Environment: Almost anywhere, searching
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 4 
+Armor: 4
-Movement: Flies (magnetically levitates) a short distance each round 
+Movement: Flies (magnetically levitates) a short distance each round
Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
-constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape. 
+constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
-and negotiate, especially if theres a chance theyll find out something new. 
+and negotiate, especially if theres a chance theyll find out something new.
Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
action of something truly terrible.
@@ -63589,29 +63589,29 @@
knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
-roots in the body for feeding and decomposition. 
+roots in the body for feeding and decomposition.
-Motive: Feed 
+Motive: Feed
-Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum 
+Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-Health: 12 
+Health: 12
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Immediate 
+Movement: Immediate
Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
-they can break free on their turn. 
+they can break free on their turn.
Interaction: Sentinel trees are about as smart as well-trained guard dogs. They cant speak, but can understand some
-words and gestures. 
+words and gestures.
Use: A grove of sentinel trees guard a compound that the characters need to break into.
@@ -63623,30 +63623,30 @@
that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
-emergency, silicon parasites thrown into the situation makes everything worse. 
+emergency, silicon parasites thrown into the situation makes everything worse.
-Motive: Defense, harvest electronic materials necessary to self-replicate. 
+Motive: Defense, harvest electronic materials necessary to self-replicate.
-Environment: Usually on spacecraft and space stations in groups of up to twenty 
+Environment: Usually on spacecraft and space stations in groups of up to twenty
-Health: 6 
+Health: 6
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 1 
+Armor: 1
-Movement: Short; climbs a short distance each round 
+Movement: Short; climbs a short distance each round
-Modifications: Speed defense as level 4 due to size. 
+Modifications: Speed defense as level 4 due to size.
Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-Silicon parasites can operate in complete vacuum without harm. 
+Silicon parasites can operate in complete vacuum without harm.
Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
-have acted with greater intelligence and forethought than mere unthinking insects can manage. 
+have acted with greater intelligence and forethought than mere unthinking insects can manage.
Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
@@ -63658,36 +63658,36 @@
environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
-days. 
+days.
Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. Theyre
-also vicious when cornered. 
+also vicious when cornered.
-Motive: Defense, reproduction 
+Motive: Defense, reproduction
-Environment: Anywhere humans live in space 
+Environment: Anywhere humans live in space
-Health: 5 
+Health: 5
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Movement: Short; short when climbing or gliding through zero G 
+Movement: Short; short when climbing or gliding through zero G
-Modifications: Stealth and perception as level 5 
+Modifications: Stealth and perception as level 5
Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
-roll hindered by two steps. 
+roll hindered by two steps.
Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
-possible. On the other hand, sometimes their behavior seems spookily sapient. 
+possible. On the other hand, sometimes their behavior seems spookily sapient.
Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
-cargo. 
+cargo.
Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
@@ -63697,36 +63697,36 @@
the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
-that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows. 
+that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-Motive: Achieve mission goals 
+Motive: Achieve mission goals
Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
-interest 
+interest
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Armor: 4 
+Armor: 4
-Movement: Long; flies a long distance each round 
+Movement: Long; flies a long distance each round
-Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware. 
+Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
-damage. 
+damage.
A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
-cradles in the storm marines suit for several rounds to recharge. 
+cradles in the storm marines suit for several rounds to recharge.
-Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult. 
+Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
-elements that need to be dealt with. 
+elements that need to be dealt with.
Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
@@ -63741,35 +63741,35 @@
the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore theyve
-gleaned. 
+gleaned.
-Motive: Knowledge 
+Motive: Knowledge
-Environment: Anywhere, usually alone 
+Environment: Anywhere, usually alone
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-Modifications: All tasks related to knowledge as level 8 
+Modifications: All tasks related to knowledge as level 8
Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
a shining one doesnt fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
-long range (or the same target twice). 
+long range (or the same target twice).
Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
roll, it loses 6 points of Intellect damage (ignores Armor). If the targets Intellect Pool is emptied, it becomes a
freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
-back to its original form with an explosive pop. 
+back to its original form with an explosive pop.
Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
-information with others, seeking to grow their knowledge and that of those they meet. 
+information with others, seeking to grow their knowledge and that of those they meet.
Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
ability to consolidate power. Something must be done before its too late.
@@ -63781,39 +63781,39 @@
hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
-have a penchant for stealing away other life forms, who are rarely seen again. 
+have a penchant for stealing away other life forms, who are rarely seen again.
-Motive: Capture humans and similar life forms, and bring them somewhere unknown. 
+Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-Environment: Almost anywhere 
+Environment: Almost anywhere
-Health: 23 
+Health: 23
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
-hours as an action 
+hours as an action
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible 
+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
-of Speed damage (ignores Armor). 
+of Speed damage (ignores Armor).
A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
-serves as a fashion accessory as they crawl over the supernals body, or as components in a piece of living art. 
+serves as a fashion accessory as they crawl over the supernals body, or as components in a piece of living art.
Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
theyve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-hours. 
+hours.
-Supernals often carry manifest cyphers useful in combat, as well as an artifact. 
+Supernals often carry manifest cyphers useful in combat, as well as an artifact.
Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
Its just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-location, for unknown reasons. 
+location, for unknown reasons.
Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
cyphers, and possibly an artifact.
@@ -63828,35 +63828,35 @@
effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
-synthetic skins to reveal the alloyed mechanisms beneath. 
+synthetic skins to reveal the alloyed mechanisms beneath.
-Motive: Varies 
+Motive: Varies
-Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four 
+Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-Health: 24 
+Health: 24
-Damage Inflicted: 7 points 
+Damage Inflicted: 7 points
-Armor: 2 
+Armor: 2
-Movement: Long 
+Movement: Long
-Modifications: Disguise and one knowledge task as level 6 
+Modifications: Disguise and one knowledge task as level 6
Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
-other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage. 
+other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health cant repair itself
thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
-points of health. 
+points of health.
Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
-enraged one or one thats been programmed to kill is unreasoning and fights to the end. 
+enraged one or one thats been programmed to kill is unreasoning and fights to the end.
Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
-any of them harbor programs that require that they kill humans is entirely up to the GM. 
+any of them harbor programs that require that they kill humans is entirely up to the GM.
Loot: One or two manifest cyphers could be salvaged from a synths inactive form.
@@ -63871,34 +63871,34 @@
spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts. 
+In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-Motive: Fresh meat 
+Motive: Fresh meat
-Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three 
+Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-Health: 35 
+Health: 35
-Damage Inflicted: 9 points 
+Damage Inflicted: 9 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
-8. Speed defense as level 3 due to size. 
+8. Speed defense as level 3 due to size.
Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
on a Might defense task or be caught in the creatures maw, taking 9 additional points of damage each round until it can
-escape. 
+escape.
A thundering behemoths ability to replicate threatening noises is often used deceptively at a distance, but the
creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
-roll. 
+roll.
Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
-modulation of the thunder they produce. They think of humans and most other creatures as food. 
+modulation of the thunder they produce. They think of humans and most other creatures as food.
Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
@@ -63912,29 +63912,29 @@
zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
-crew quarters, and so on. 
+crew quarters, and so on.
Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
-important to those who find a clump, because they are incredibly toxic to living creatures. 
+important to those who find a clump, because they are incredibly toxic to living creatures.
-Motive: Reproduction 
+Motive: Reproduction
Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
-cluster of three to five 
+cluster of three to five
-Health: 22 
+Health: 22
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Climbs (adheres) an immediate distance each round 
+Movement: Climbs (adheres) an immediate distance each round
Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
-a detonating pod. 
+a detonating pod.
-Interaction: No real interaction with vacuum fungus is possible. 
+Interaction: No real interaction with vacuum fungus is possible.
Use: Scientists are incredibly excited to discover that the strange ooze theyve noticed staining the exterior of their
research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
@@ -63947,39 +63947,39 @@
(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
-to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury. 
+to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
-cogitators.” However, its impossible that omworwars simply “appropriate” any wharn interceptors they encounter. 
+cogitators.” However, its impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-Motive: Defense 
+Motive: Defense
-Environment: Anywhere floating through the void 
+Environment: Anywhere floating through the void
-Health: 53 
+Health: 53
-Damage Inflicted: 15 points 
+Damage Inflicted: 15 points
-Armor: 5 
+Armor: 5
Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
-vehicular combat rules. FTL capable. 
+vehicular combat rules. FTL capable.
-Modification: Speed defense as level 3 due to size. 
+Modification: Speed defense as level 3 due to size.
Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
-body wake it for reasons of its own, it becomes aggressive. 
+body wake it for reasons of its own, it becomes aggressive.
A wharns main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
inflicted ignores Armor. A wharns eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-than about 200 m (650 feet) thick. 
+than about 200 m (650 feet) thick.
Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
-mathematical formulas. 
+mathematical formulas.
Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
destroy the very same object.
@@ -63994,29 +63994,29 @@
scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
its existence in the dark void of space.
-Motive: Varies with individual or setting 
+Motive: Varies with individual or setting
Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
-1 G or higher eventually kill wraiths. 
+1 G or higher eventually kill wraiths.
-Health: 15 
+Health: 15
-Damage Inflicted: 6 points 
+Damage Inflicted: 6 points
-Movement: Short when flying in zero and low G 
+Movement: Short when flying in zero and low G
-Modifications: Perception and stealth tasks as level 7 
+Modifications: Perception and stealth tasks as level 7
Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
attacks using radiation heal a wraiths lost health by the amount of damage the attack would have otherwise afflicted.
-Gravity of 1 G or greater hinders all wraith actions. 
+Gravity of 1 G or greater hinders all wraith actions.
-Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting. 
+Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
-aboard, they unravel clues that suggest wraiths may have been responsible. 
+aboard, they unravel clues that suggest wraiths may have been responsible.
Loot: Some wraiths carry valuable items and equipment.
@@ -64028,31 +64028,31 @@
theyre not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
-surfaces, raising a cloud of shadow. 
+surfaces, raising a cloud of shadow.
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
-Environment: Anywhere dark 
+Environment: Anywhere dark
-Health: 15 
+Health: 15
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Movement: Short; short when climbing 
+Movement: Short; short when climbing
-Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom 
+Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
the third step on the damage track from a phantoms poison are not dead. They are paralyzed and cant move for about a
minute. If a phantom isnt otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-victims phased away in this fashion are never seen again. 
+victims phased away in this fashion are never seen again.
Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-with full health. 
+with full health.
-Interaction: Zero-point phantoms are about as intelligent as predators like wolves. 
+Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. Its as if everyone just disappeared. There are
signs of a struggle, though with what isnt clear.
@@ -64077,35 +64077,35 @@
| 2 | Skeleton\* | Comedy horror, dark magic, demons, zombies |
| 3 | Cannibal | Comedy horror, cryptids, dark magic, degenerates, zombies |
| 3 | Nightgaunt | Aliens, cryptids, Lovecraftian |
-| 3 | Vampire, transitional\*  | Degenerates, science gone wrong, vampires |
-| 3 | Vat reject\*  | Doppelgangers, science gone wrong, simulacra |
-| 3 | Zombie\*  | Degenerates, Lovecraftian, science gone wrong, zombies |
+| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
+| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
+| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
| 4 | Deep one\* | Lovecraftian |
| 4 | Devil\* | Dark magic, demons |
-| 4 | Ghost\*  | Ghosts, dark magic, J-horror/K-horror |
-| 4 | Ghoul\*  | Cryptids, degenerates, Lovecraftian, zombies |
-| 4 | Grey\*  | Aliens, doppelgangers, science gone wrong |
-| 4 | Mad scientist  | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
-| 4 | Werewolf \*  | Degenerates, science gone wrong, slashers, survival horror, werewolves |
-| 5 | Cryptic moth  | Cryptids |
+| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
+| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
+| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
+| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
+| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
+| 5 | Cryptic moth | Cryptids |
| 5 | Demon\* | Dark magic, demons, J-horror/K-horror |
-| 5 | Fallen angel\*  | Dark magic, demons |
+| 5 | Fallen angel\* | Dark magic, demons |
| 5 | Ichthysian | Comedy horror, cryptids, science gone wrong |
| 5 | Killer clown\* | Clowns, comedy horror, killer toys, slashers |
| 5 | Killing white light\* | Aliens, Lovecraftian, science gone wrong |
-| 5 | Mi-go\*  | Aliens, body horror, cryptids, Lovecraftian |
-| 5 | Replicant\*  | Doppelgangers, simulacra |
-| 5 | Wendigo\*  | Cryptids, degenerates |
-| 5 | Witch\*  | Dark magic, degenerates, demons |
+| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
+| 5 | Replicant\* | Doppelgangers, simulacra |
+| 5 | Wendigo\* | Cryptids, degenerates |
+| 5 | Witch\* | Dark magic, degenerates, demons |
| 6 | Mummy | Aliens, dark magic, mummies |
-| 6 | Reanimated  | Cryptids, science gone wrong, simulacra |
-| 6 | Yithian  | Aliens, doppelgangers, Lovecraftian |
-| 6 | Vampire\*  | Degenerates, science gone wrong, vampires |
-| 6 | Xenoparasite\*  | Aliens, body horror, science gone wrong |
-| 7 | Fundamental angel  | Demons, science gone wrong |
-| 7 | Shoggoth  | Aliens, body horror, Lovecraftian |
-| 8 | Blob  | Aliens, body horror, Lovecraftian, science gone wrong |
-| 8 | Elder thing  | Aliens, cryptids, Lovecraftian, science gone wrong |
+| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
+| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
+| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
+| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
+| 7 | Fundamental angel | Demons, science gone wrong |
+| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
+| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
+| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
\* Creature found in the Cypher System Rulebook
@@ -64175,7 +64175,7 @@
Movement: Short; long when flying
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible 
+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
Combat: Cryptic moths usually enter combat only when they wish, because until they attack
@@ -64184,7 +64184,7 @@
Cryptic moths regain 1 point of health per round while their health is above 0, unless
-theyve been damaged with a silvered or cold iron weapon, or by electrical attacks. 
+theyve been damaged with a silvered or cold iron weapon, or by electrical attacks.
Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
@@ -64200,7 +64200,7 @@
humans as a source of food or bodies to lay their eggs in.
-Use: A character is followed by a cryptic moth intent on capturing and enslaving them. 
+Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
@@ -64238,7 +64238,7 @@
to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
-until the victim succeeds on a Might defense roll to escape. 
+until the victim succeeds on a Might defense roll to escape.
An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
the elder thing reads their thoughts while the target remains within long
@@ -64262,7 +64262,7 @@
GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
-takes damage, they shake off the temporary madness. 
+takes damage, they shake off the temporary madness.
Fundamental Angel 7 (21)
@@ -64381,7 +64381,7 @@
Loot: Hivemind children may have no useful items or one weird science device theyve built with their inhuman knowledge.
-GM intrusions: 
+GM intrusions:
A group of hivemind children briefly manifest a teleportation or telekinesis ability
@@ -64399,7 +64399,7 @@
Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-Motive: Hunger for flesh, curiosity, solitude 
+Motive: Hunger for flesh, curiosity, solitude
Environment: Anywhere near bodies of fresh water Health: 18
@@ -64442,7 +64442,7 @@
Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
-former high stations. 
+former high stations.
Motive: Vengeance, love, power
@@ -64454,15 +64454,15 @@
Movement: Short
-Modifications: Climb, stealth, ancient history, and ancient religion as level 8 
+Modifications: Climb, stealth, ancient history, and ancient religion as level 8
Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
-abilities: 
+abilities:
Curse: Anyone who disturbs a mummys tomb must make an Intellect defense roll or become cursed, which hinders their
-actions by two steps (forever, or until cured). 
+actions by two steps (forever, or until cured).
Disease: The mummys attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
hours or take 5 points of ambient damage.
@@ -64473,7 +64473,7 @@
Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
-are preserved), lasting for one day. 
+are preserved), lasting for one day.
Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
@@ -64583,7 +64583,7 @@
GM Intrusion:
-The characters attack bounces harmlessly off the stitched, hardened flesh of the reanimated. 
+The characters attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
Shoggoth 7 (21)
@@ -64596,7 +64596,7 @@
Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-Motive: Hungers for flesh 
+Motive: Hungers for flesh
Environment: Anywhere
@@ -64604,11 +64604,11 @@
Damage Inflicted: 10 points
-Armor: 10 against fire, cold, and electricity 
+Armor: 10 against fire, cold, and electricity
Movement: Long
-Modifications: Speed defense as level 6 due to size 
+Modifications: Speed defense as level 6 due to size
Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
within immediate range. Those struck by a shoggoths attack are grabbed and engulfed by the things gelatinous body and
@@ -64620,7 +64620,7 @@
Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-Interaction: A shoggoth cant be reasoned with. 
+Interaction: A shoggoth cant be reasoned with.
Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
@@ -64684,7 +64684,7 @@
Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-GM intrusion: 
+GM intrusion:
The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
@@ -64692,7 +64692,7 @@
FAIRYTALE CREATURES
-The following creatures and characters are provided to help populate your fairy tale game. 
+The following creatures and characters are provided to help populate your fairy tale game.
Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
standard template includes the level, description, motive, environment, and so on.
@@ -64755,7 +64755,7 @@
• Wizard, mighty
-Beasts and Beings by Archetype 
+Beasts and Beings by Archetype
Animals
@@ -64814,7 +64814,7 @@
| Fairy godmother |
| Gráinne, the Wayward Daughter |
| Headless horse |
-| Nightmare  |
+| Nightmare |
| Nymph |
| Pixie |
| Prince(ss) of summer (Cypher System Rulebook) |
@@ -64846,7 +64846,7 @@
| Robber/Thief |
| Scholar |
-Named Characters 
+Named Characters
| Happy |
|-----------------|
@@ -64855,7 +64855,7 @@
| Snow White |
| Toby the turtle |
-Royalty 
+Royalty
| Áine, Fairy Queen of Light and Love |
|---------------------------------------------------|
@@ -65048,7 +65048,7 @@
Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-can pass on to those around them. 
+can pass on to those around them.
Black dogs sometimes serve as familiars for witches and sorcerers.
@@ -65073,7 +65073,7 @@
of action. Dealing with helpful black dogs is often an interesting and unexpected
-experience, as they dont talk and dont explain who they choose to help or why. 
+experience, as they dont talk and dont explain who they choose to help or why.
Use: The characters are fighting an extremely tough foe when a black dog steps in to
@@ -65097,7 +65097,7 @@
When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-remaining, their death is final. 
+remaining, their death is final.
While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
their soul is possibly more important than the game effect. Consider removing something from the character that will
@@ -65170,7 +65170,7 @@
Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
-enemies. 
+enemies.
Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
leaping. Attacks made against affected targets are eased by one step.
@@ -65208,7 +65208,7 @@
Armor: 2
-Movement: Short when moving perpendicular; long when moving sideways 
+Movement: Short when moving perpendicular; long when moving sideways
Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
@@ -65230,7 +65230,7 @@
immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
-contained. 
+contained.
Motive: Hunger
@@ -65316,7 +65316,7 @@
he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
original form.
-Motive: Revenge, find his original body parts 
+Motive: Revenge, find his original body parts
Environment: Anywhere
@@ -65341,7 +65341,7 @@
> Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
> wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-GM intrusion: A characters weapon gets caught in the Tin Woodmans metal body, pulling the weapon out of their hands. 
+GM intrusion: A characters weapon gets caught in the Tin Woodmans metal body, pulling the weapon out of their hands.
Death 10 (infinite)
@@ -65429,7 +65429,7 @@
and exiled into the night for crimes unimaginable in their cruelty. An erlkings victims are found in the cold sunlight,
pale and bloodless, with their vital organs nibbled out.
-Motive: Hungers for flesh and to reclaim stripped titles 
+Motive: Hungers for flesh and to reclaim stripped titles
Environment: Almost anywhere wooded at night Health: 27
@@ -65610,7 +65610,7 @@
It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
-prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious. 
+prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
@@ -65649,7 +65649,7 @@
Loot: Carries a black book
> Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting
-> a spell from the black book costs 2 Intellect points and is an action. 
+> a spell from the black book costs 2 Intellect points and is an action.
>
> Depletion: 1 in 1d6
@@ -65823,7 +65823,7 @@
Motive: To be just and true, to protect her realm
-Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months. 
+Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
Health: 99
@@ -65877,7 +65877,7 @@
Motive: To honor the darkness, to protect her realm
Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
-Sorrows, a belowground realm out of time and space. 
+Sorrows, a belowground realm out of time and space.
Health: 99
@@ -65936,7 +65936,7 @@
Environment: Anywhere, but typically in cities and towns, where there are people to admire
-and fear them 
+and fear them
Health: 18
@@ -65980,9 +65980,9 @@
Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-harm her, who threaten to overshadow her, or who have caught her eye in some way. 
+harm her, who threaten to overshadow her, or who have caught her eye in some way.
-Use: The characters enter an area that is under Grimhildes power and must face her wrath. 
+Use: The characters enter an area that is under Grimhildes power and must face her wrath.
Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
@@ -66062,7 +66062,7 @@
Motive: To be left alone
Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
-magically preserves as part of their bargain. 
+magically preserves as part of their bargain.
Health: 30
@@ -66129,7 +66129,7 @@
Modern settings might find them near public or private swimming pools, koi ponds,
-and reservoirs. 
+and reservoirs.
Health: 21
@@ -66163,7 +66163,7 @@
Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-Environment: Anywhere she wants to be 
+Environment: Anywhere she wants to be
Health: 40
@@ -66196,7 +66196,7 @@
Motive: See everything, know everything
-Environment: Everywhere there is weather, real or magic-made 
+Environment: Everywhere there is weather, real or magic-made
Health: 12
@@ -66232,7 +66232,7 @@
magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-forest, in civilization as healers, or having infiltrated royal families 
+forest, in civilization as healers, or having infiltrated royal families
Health: 21
@@ -66350,7 +66350,7 @@
Modifications: Gardening and potions as level 6
-Combat: She can use the following abilities: heal, imprison, protect, and shrivel. 
+Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
@@ -66579,32 +66579,32 @@
A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-creating fascinating tales and dramatic speeches. 
+creating fascinating tales and dramatic speeches.
-Motive: Entertainment, interaction, and novel experiences 
+Motive: Entertainment, interaction, and novel experiences
-Health: 10 
+Health: 10
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Movement: Short 
+Movement: Short
-Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4 
+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
-range. 
+range.
A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
-two steps, turning invisible for a minute, or negating sound for a minute. 
+two steps, turning invisible for a minute, or negating sound for a minute.
Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
-critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death. 
+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
-the will of a crowd against them. 
+the will of a crowd against them.
Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
moderately priced item and one or two cyphers.
@@ -66613,34 +66613,34 @@
A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-wild beasts. 
+wild beasts.
-Motive: Glory in battle 
+Motive: Glory in battle
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 (or 3 when berserk) 
+Armor: 1 (or 3 when berserk)
-Movement: Short 
+Movement: Short
-Modifications: Climbing, jumping, running, and Speed defense as level 4 
+Modifications: Climbing, jumping, running, and Speed defense as level 4
Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
-cant easily get close to their foes. 
+cant easily get close to their foes.
A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
raging berserker fights only with melee weapons and wont retreat from battle.
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-or honor. 
+or honor.
Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
-and picks fights with the local toughs. 
+and picks fights with the local toughs.
Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
group might have a cypher that enhances strength or toughness.
@@ -66649,34 +66649,34 @@
A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-society-hating hermits in others. 
+society-hating hermits in others.
-Motive: Protecting nature 
+Motive: Protecting nature
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Nature lore, perception, and stealth as level 5 
+Modifications: Nature lore, perception, and stealth as level 5
Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
-tools such as daggers and sickles. 
+tools such as daggers and sickles.
A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
-black bear, hawk, viper, or wolf. 
+black bear, hawk, viper, or wolf.
Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
-sapient trees, satyrs, and so on). 
+sapient trees, satyrs, and so on).
Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
-and hunters who stray too far from civilization. 
+and hunters who stray too far from civilization.
Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
cyphers or perhaps an artifact.
@@ -66684,29 +66684,29 @@
DWARF 4(12)
A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
-to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting. 
+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-Motive: Defense, loyalty, honor 
+Motive: Defense, loyalty, honor
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 
+Armor: 2
-Movement: Short 
+Movement: Short
-Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5 
+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. Theyre used to working together to defend
their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
-damage. 
+damage.
Dwarf leaders are usually officers or priests.
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
-sturdy hammer. 
+sturdy hammer.
Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
with a human city leader—or redress for an old insult.
@@ -66718,29 +66718,29 @@
An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-the most beautiful sunset, or the perfect love song. 
+the most beautiful sunset, or the perfect love song.
-Motive: Curiosity 
+Motive: Curiosity
-Health: 12 
+Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Perception, Speed defense, and any two noncombat skills as level 5 
+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
-fast reactions, their first attack in any combat inflicts an additional 2 points of damage. 
+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
or repairing clothing.
Interaction: Elves appreciate beauty, grace, and skill, and they dont respond well to crudeness or bluster, especially
from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
-humor. 
+humor.
Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
@@ -66752,29 +66752,29 @@
A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-folk as scouts, burglars, and loyal companions. 
+folk as scouts, burglars, and loyal companions.
-Motive: Defense, comfort 
+Motive: Defense, comfort
-Health: 9 
+Health: 9
-Damage Inflicted: 3 points 
+Damage Inflicted: 3 points
-Armor: 0 or 1 
+Armor: 0 or 1
-Movement: Short 
+Movement: Short
-Modifications: Intellect defense, pleasant social interactions, and stealth as level 4 
+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
ally so they can attack a foes back and legs.
Interaction: Halflings enjoy the company of larger folks as long as they arent mocked for their size. Theyre brave and
-determined when they need to be, though some might complain about wanting to go home. 
+determined when they need to be, though some might complain about wanting to go home.
Use: A young halfling wants to have some adventures before settling down. The local thieves guild is said to employ
-halflings as lookouts and cutpurses, sometimes disguised as human children. 
+halflings as lookouts and cutpurses, sometimes disguised as human children.
Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
@@ -66783,35 +66783,35 @@
PALADIN 4 (12)
Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
-and most of them expect to die in battle against an evil foe. 
+and most of them expect to die in battle against an evil foe.
-Motive: Protecting the innocent, destroying evil 
+Motive: Protecting the innocent, destroying evil
-Health: 15 
+Health: 15
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
-Armor: 2 or 3 
+Armor: 2 or 3
-Movement: Short 
+Movement: Short
-Modifications: Attacks and Might defense as level 5 
+Modifications: Attacks and Might defense as level 5
Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
-defense). 
+defense).
Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
-creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control. 
+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
-area.” However, they are not fools and wont throw away their lives for nothing. 
+area.” However, they are not fools and wont throw away their lives for nothing.
Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
-villain to smite. 
+villain to smite.
Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
lucky enough to have an artifact (usually a weapon or armor).
@@ -66820,35 +66820,35 @@
A thief takes things that dont belong to them—preferably with their victim remaining unaware of the crime until the
thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-elaborate heists to steal priceless items from prominent targets. 
+elaborate heists to steal priceless items from prominent targets.
-Motive: Greed, curiosity, risk 
+Motive: Greed, curiosity, risk
-Health: 12 
+Health: 12
-Damage Inflicted: 4 points 
+Damage Inflicted: 4 points
-Armor: 1 
+Armor: 1
-Movement: Short 
+Movement: Short
-Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5 
+Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
smoke pellets to distract or delay foes and give themselves an opportunity to get away. They arent above using poison,
typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-like to know the risks and rewards of what theyll be doing, and they dont like surprises. 
+ Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
+like to know the risks and rewards of what theyll be doing, and they dont like surprises.
Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
-pickpockets targets a characters jewelry or cyphers. 
+pickpockets targets a characters jewelry or cyphers.
Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
cypher they plan to use or sell.
-HORROR NPCs 
+HORROR NPCs
Cannibal 3 (9)
@@ -66857,11 +66857,11 @@
hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. Thats when a
cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-Motive: Hungers for human flesh 
+Motive: Hungers for human flesh
Health: 12
-Damage Inflicted: 5 points 
+Damage Inflicted: 5 points
Movement: Short
@@ -66883,7 +66883,7 @@
Mad Scientist 4 (12)
A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
-can be created without asking if it should be. 
+can be created without asking if it should be.
Motive: Understanding and exploiting reality
@@ -66944,7 +66944,7 @@
Woodcutter,” most player characters are going to ask that person their name. Its likely to break immersion if you throw
in a modern name, or if the NPC tries to explain that they dont have one, theyre just called “the Woodcutter.” And if
you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
-names ahead of time so that youre always ready to give players something to call a new walk-on character. 
+names ahead of time so that youre always ready to give players something to call a new walk-on character.
Aristocrat 4 (12)
@@ -66954,7 +66954,7 @@
things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
-cities and towns, occasionally off by themselves in large castles and manors 
+cities and towns, occasionally off by themselves in large castles and manors
Health: 12
@@ -66992,7 +66992,7 @@
the employ or care of someone who has found them, stolen them, or otherwise become
-their guardians, caretakers, or keepers. 
+their guardians, caretakers, or keepers.
Health: 3
@@ -67003,7 +67003,7 @@
Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
-weapons, such as their fists, a stick, or a toy. 
+weapons, such as their fists, a stick, or a toy.
Interaction: Children are often smarter, more creative, and more wily than theyre given credit for. They may have a lot
of knowledge about nearby people, places, and activities that can help the PCs, particularly if theres an exchange of
@@ -67029,7 +67029,7 @@
Motive: Defense
-Environment: In their workshops or peddling their trade while traveling 
+Environment: In their workshops or peddling their trade while traveling
Health: 8
@@ -67063,7 +67063,7 @@
Motive: Follow orders, support their loved ones, protect the innocent
-Environment: Woods, forests, and other wild lands 
+Environment: Woods, forests, and other wild lands
Health: 8
@@ -67143,7 +67143,7 @@
Motive: Find answers, seek knowledge
-Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information 
+Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
Health: 6
@@ -68049,7 +68049,7 @@
SUPERHERO CYPHERS
-POWER BOOST CYPHERS 
+POWER BOOST CYPHERS
This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
System Rulebook into one cypher with variable effects based on cypher level.
@@ -68096,12 +68096,12 @@
Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
-or rewards for their adventures and exploits. 
+or rewards for their adventures and exploits.
-MIXING SUBTLE AND MANIFEST CYPHERS
+MIXING SUBTLE AND MANIFEST CYPHERS
Theres no reason why a fantasy campaign cant use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
-and other coincidences that benefit the characters. 
+and other coincidences that benefit the characters.
CYPHER FORMS
@@ -68135,7 +68135,7 @@
| 63-66 | Papyrus scroll |
| 67-71 | Parchment scroll |
| 72-74 | Pouch of powder |
-| 75-76 | Skin drawing  |
+| 75-76 | Skin drawing |
| 77-80 | Stone |
| 81-82 | Tattoo |
| 83-85 | Thick potion |
@@ -68174,42 +68174,42 @@
ACID RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against acid damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against acid damage equal to the cyphers level for one hour.
-ANIMAL CONTROL 
+ANIMAL CONTROL
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
the cyphers level. If successful, the beast immediately becomes calm. The beast awaits the users commands and carries
out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cyphers
level minus the targets level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. 
+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
The cypher doesnt give the user any special ability to understand the target or perceive through its senses. For
example, the user can command an eagle to fly above a group of enemies, but the eagle cant describe what it sees and
-the user cant look through its eyes. 
+the user cant look through its eyes.
“Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
like basilisks, pegasi, and so on.
-BEAST SHAPE 
+BEAST SHAPE
-Level: 1d6 
+Level: 1d6
Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
determined by the cyphers creator). The user gains the animals type of movement (swimming for a fish, flying for a
bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
-table. 
+table.
The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally cant make them more
than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesnt
affect the animals abilities. The user can still use all of their abilities that dont rely specifically on their
normal form. For example, an Adept in wolf form cant wield a dagger because wolves dont have hands, but could still
-use a healing power or mind blast ability. 
+use a healing power or mind blast ability.
After about an hour, the user returns to their normal form.
@@ -68217,154 +68217,154 @@
noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
above.
-COLD RESISTANCE 
+COLD RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against cold damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against cold damage equal to the cyphers level for one hour.
-DEMON WARD 
+DEMON WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from demons, devils, and similar
malevolent creatures.
-DRAGON WARD 
+DRAGON WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from dragons, wyverns, and similar
magical reptilian creatures.
In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-ELECTRICITY RESISTANCE 
+ELECTRICITY RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Effect: The user gains Armor against electricity damage equal to the cyphers level for one hour. 
+Effect: The user gains Armor against electricity damage equal to the cyphers level for one hour.
-ELEMENTAL CONJURATION 
+ELEMENTAL CONJURATION
-Level: 1d6 
+Level: 1d6
Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user. 
+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
-does only as commanded. 
+does only as commanded.
The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
-back to its native realm. 
+back to its native realm.
-FIRE RESISTANCE 
+FIRE RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: The user gains Armor against fire damage equal to the cyphers level for one hour.
-GIANT SIZE 
+GIANT SIZE
-Level: 1d6 
+Level: 1d6
Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. 
+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool). 
+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
-defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. 
+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-INSTANT BOAT 
+INSTANT BOAT
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
boat lasts for a day, after which it vanishes.
-INSTANT TOWER 
+INSTANT TOWER
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isnt sufficient room for the
tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
-pressure against the confining surfaces. 
+pressure against the confining surfaces.
-The tower is permanent and immobile once created. 
+The tower is permanent and immobile once created.
-LYCANTHROPE WARD 
+LYCANTHROPE WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from werewolves and other
-lycanthropes. 
+lycanthropes.
Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
as a bear, rat, tiger, or wolf
-PENULTIMATE KEY 
+PENULTIMATE KEY
-Level: 1d6 + 2 
+Level: 1d6 + 2
Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cyphers level or lower. The
-targeted item must have a keyhole for the cypher to work. 
+targeted item must have a keyhole for the cypher to work.
> Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
POISON RESISTANCE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Effect: The user gains Armor against poison damage equal to the cyphers level for one hour.
-RESTORATIVE AURA 
+RESTORATIVE AURA
-Level: 1d6 
+Level: 1d6
Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
-cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. 
+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-THOUGHT LISTENING 
+THOUGHT LISTENING
-Level: 1d6 + 1 
+Level: 1d6 + 1
Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
doesnt want them to. Once the user has established contact, they can read the targets thoughts for up to one minute
per cypher level.
-TINY SIZE 
+TINY SIZE
-Level: 1d6 
+Level: 1d6
Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
-first from their Intellect Pool and then, if necessary, from their Might Pool). 
+first from their Intellect Pool and then, if necessary, from their Might Pool).
If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
-ends, they lose all of the advantages and penalties from the cypher. 
+ends, they lose all of the advantages and penalties from the cypher.
-UNDEAD WARD 
+UNDEAD WARD
-Level: 1d6 
+Level: 1d6
Effect: For one hour, the user gains Armor equal to the cyphers level against damage from skeletons, zombies, ghosts,
-vampires, and other undead creatures. 
+vampires, and other undead creatures.
-WALKING CORPSE 
+WALKING CORPSE
-Level: 1d6 
+Level: 1d6
Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
@@ -68392,29 +68392,29 @@
| 1-2 | Anathema siren (aliens) |
|-------|------------------------------|
-| 3-4 | Decaptitative longevity  |
+| 3-4 | Decaptitative longevity |
| 5-6 | Horrific arm |
| 7-8 | Horrific eye |
-| 9-10 | Horrified integrated weapon  |
+| 9-10 | Horrified integrated weapon |
| 11-12 | Humanity tester |
| 13-14 | Invisibility revealers |
| 15-16 | Mind swapper |
| 17-18 | Primitive doppelganger |
-| 19-20 | Visage scrutinizer  |
+| 19-20 | Visage scrutinizer |
BODY HORROR CYPHERS
| 1-2 | Ascendant flesh vivisector |
|-------|----------------------------|
-| 3-4 | Decaptitative longevity  |
-| 5-6 | Horrific arm  |
+| 3-4 | Decaptitative longevity |
+| 5-6 | Horrific arm |
| 7-8 | Horrific eye |
| 9-10 | Horrific face |
| 11-12 | Horrific integrated weapon |
| 13-14 | Horrific orifice |
| 15-16 | Insanity suppressor |
| 17-18 | Primitive doppelganger |
-| 19-20 | Reanimator  |
+| 19-20 | Reanimator |
CLASSIC MONSTER CYPHERS
@@ -68425,12 +68425,12 @@
| 5-6 | Anathema siren (vampires) |
| 7-8 | Anathema siren (werewolves) |
| 9 | Ascendant brain vivisector |
-| 10 | Ascendant flesh vivisector  |
+| 10 | Ascendant flesh vivisector |
| 11 | Corrupted canopic jar |
-| 12 | Decaptitative longevity  |
-| 13  | Ghost detector |
+| 12 | Decaptitative longevity |
+| 13 | Ghost detector |
| 14-16 | Invisibility serum |
-| 17 | Reanimator  |
+| 17 | Reanimator |
| 18-19 | Silgarho infusion |
| 20 | Unphantomed limb |
@@ -68438,15 +68438,15 @@
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
-| 5-7 | Decapitative longevity  |
+| 5-7 | Decapitative longevity |
| 8-11 | Homunculus flask |
| 12-14 | Mind swapper |
| 15-17 | Reanimator |
| 18-20 | Revenant serum |
- 
-DEMON CYPHERS 
+
+DEMON CYPHERS
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
@@ -68456,13 +68456,13 @@
| 14-16 | Reanimator |
| 17-20 | Visage scrutinizer |
-GHOST CYPHERS 
+GHOST CYPHERS
| 1-8 | Anathema siren (ghost) |
|------|------------------------|
| 9-20 | Ghost detector |
-LOVECRAFTIAN CYPHERS 
+LOVECRAFTIAN CYPHERS
| 1-2 | Anathema siren (aliens) |
|-------|---------------------------------------------|
@@ -68477,15 +68477,15 @@
| 18-19 | Invisibility revealer |
| 20 | Mind swapper |
-MUMMY CYPHERS 
+MUMMY CYPHERS
| 1-6 | Anathema siren (mummies) |
|-------|--------------------------|
| 7-12 | Corrupted canopic jar |
-| 13-16 | Reanimator  |
+| 13-16 | Reanimator |
| 17-20 | Revenant serum |
-SCIENCE GONE WRONG CYPHERS 
+SCIENCE GONE WRONG CYPHERS
| 1 | Anathema siren (simulacra) |
|-----|----------------------------|
@@ -68509,7 +68509,7 @@
| 19 | Revenant serum |
| 20 | Unphantomed limb |
-UNDEAD CYPHERS 
+UNDEAD CYPHERS
| 1-3 | Anathema siren (ghosts) |
|-------|---------------------------|
@@ -68523,7 +68523,7 @@
| 16-18 | Silgarho infusion |
| 19-20 | Wolfsbane potion |
-VAMPIRE CYPHERS 
+VAMPIRE CYPHERS
| 1-6 | Anathema siren (vampire) |
|-------|--------------------------|
@@ -68538,7 +68538,7 @@
| 11-15 | Reanimator |
| 16-20 | Wolfsbane potion |
- 
+
ZOMBIE CYPHERS
@@ -68547,7 +68547,7 @@
| 9-14 | Reanimator |
| 15-20 | Revenant serum |
-A SELECTION OF HORROR CYPHERS
+A SELECTION OF HORROR CYPHERS
ANATHEMA SIREN
Level: 1d6 + 2
@@ -68579,7 +68579,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beasts brain so
it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
@@ -68598,7 +68598,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
the beasts shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
@@ -68615,7 +68615,7 @@
Level: 1d6 + 1
-Form: Jar made of clay or carved stone 
+Form: Jar made of clay or carved stone
Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
@@ -68643,7 +68643,7 @@
Level: 1d6 + 1
-Form: Amulet, crystal, or device 
+Form: Amulet, crystal, or device
Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
@@ -68664,7 +68664,7 @@
trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
one hour per cypher level, after which they automatically break free (and are probably very angry).
-Ghosts in a trap can be permanently stored in a ghost vault. 
+Ghosts in a trap can be permanently stored in a ghost vault.
HOMUNCULUS FLASK
@@ -68725,7 +68725,7 @@
Level: 1d6 + 3
-Form: Weapon you can hold in one hand 
+Form: Weapon you can hold in one hand
Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the users hand, physically
connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
@@ -68744,7 +68744,7 @@
Level: 1d6 + 3
-Form: Device, injection, or pill  
+Form: Device, injection, or pill
Effect: The users body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesnt count toward the users
@@ -68759,7 +68759,7 @@
Level: 1d6 + 4
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
doppelganger, simulacrum, or vampire) if the cyphers level is greater than the creatures disguise level. If the
@@ -68797,7 +68797,7 @@
Level: 1d6 + 2
-Form: Device, flask, or injection 
+Form: Device, flask, or injection
Effect: The users body becomes as transparent as air, making them effectively invisible for one minute per cypher
level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
@@ -68889,11 +68889,11 @@
Because a human body cant dispose of colloidal silver, excessive intake of it causes a condition called argyria that
turns skin purple or purple-grey
-UNPHANTOMED LIMB 
+UNPHANTOMED LIMB
Level: 1d6
-Form: Device, injection, or pill 
+Form: Device, injection, or pill
Effect: Gives a user who is missing a
@@ -68909,7 +68909,7 @@
Level: 1d6 + 2
-Form: Device, crystal, injection, or pill 
+Form: Device, crystal, injection, or pill
Effect: Grants the user a heightened
@@ -68947,7 +68947,7 @@
random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-CYPHER LIMITS 
+CYPHER LIMITS
All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
@@ -68960,7 +68960,7 @@
fey is attracted, what their realm is like, and how to play out the characters disappearance and possible retrieval.
-Fey Being Table 
+Fey Being Table
| d6 | Effect |
|-----|------------|
@@ -68982,7 +68982,7 @@
| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
| 6 | Steals the character away to their fey realm |
-CYPHERS
+CYPHERS
Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
@@ -69025,7 +69025,7 @@
| 19 | Spell or hand fan |
| 20 | Fallen star or playing card |
-Fairy Tale Cypher Table 
+Fairy Tale Cypher Table
| d100 | Cypher |
|------|---------------------------------------------------------|
@@ -69071,11 +69071,11 @@
| 40 | Forget-me-knot |
| 41 | Genies handkerchief |
| 42 | Gilded shell |
-| 43 | Gingerbread man  |
+| 43 | Gingerbread man |
| 44 | Godfathers picture book |
-| 45  | Golden Beetle |
+| 45 | Golden Beetle |
| 46 | Golden vanity |
-| 47 | Green spectacles  |
+| 47 | Green spectacles |
| 48 | Harts heart |
| 49 | Heart of a star |
| 50 | Hearts tart |
@@ -69092,7 +69092,7 @@
| 61 | Memorys match |
| 62 | Mermaid tear |
| 63 | Neverlost |
-| 64  | Nonsensical poem |
+| 64 | Nonsensical poem |
| 65 | Omniscient bean |
| 66 | Pictureless book |
| 67 | Poison for your daughter |
@@ -69107,7 +69107,7 @@
| 76 | Rapunzel leaf |
| 77 | Rose of red |
| 78 | Shadow soap |
-| 79 | Shard of the moon  |
+| 79 | Shard of the moon |
| 80 | Shining life |
| 81 | Silver slippers |
| 82 | Singing bone |
@@ -69124,7 +69124,7 @@
| 93 | Vase of tears |
| 94 | White snake |
| 95 | Wish granting pearl |
-| 96 | Witch bottle  |
+| 96 | Witch bottle |
| 97 | Witchs ladder |
| 98 | Wooden spoon |
| 99 | Yonder yarn |
@@ -69189,7 +69189,7 @@
Level: 1d6 + 3
-Form: Chalk, pen, pencil, lipstick, or marker 
+Form: Chalk, pen, pencil, lipstick, or marker
Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
anything that can discern the door can use it. Erasing the drawn line erases the door.
@@ -69253,7 +69253,7 @@
Level: 1d6 + 3
-Form: Beautifully woven birds nest 
+Form: Beautifully woven birds nest
Effect: When worn like a crown, the birds nest creates an illusion over the wearer, making them appear like royalty.
Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
@@ -69289,7 +69289,7 @@
Level: 1d6 + 3
-Form: Handful of ground bones 
+Form: Handful of ground bones
Effect: When eaten, the bones begin a process of lowering the eaters apparent age. Over the next three days, the user
begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
@@ -69309,7 +69309,7 @@
Level: 1d6 + 2
-Form: Medallion in the shape of the white symbol on a cat sidhes chest 
+Form: Medallion in the shape of the white symbol on a cat sidhes chest
Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
@@ -69351,7 +69351,7 @@
Level: 1d6 + 2
-Form: Shining jewel from a royal crown 
+Form: Shining jewel from a royal crown
Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
@@ -69380,7 +69380,7 @@
Level: 1d6 + 3
-Form: Vial, pot, or jar of black liquid 
+Form: Vial, pot, or jar of black liquid
Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
Might Pool.
@@ -69405,7 +69405,7 @@
Level: 1d6 + 4
-Form: Small, half-burnt black candle 
+Form: Small, half-burnt black candle
Effect: Once the candle is lit, it burns for a number of rounds equal to the cyphers level. During that time, the user
who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
@@ -69472,7 +69472,7 @@
Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
-charm, persuasion, and etiquette for one hour. After 
+charm, persuasion, and etiquette for one hour. After
that, the outfit may still be worn, but no longer offers any benefits.
@@ -69482,7 +69482,7 @@
Level: 1d6
-Form: Liquid inside a glass bottle with a paper label that says “DRINK ME” 
+Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
another way to change their size (such as with an eat me).
@@ -69491,7 +69491,7 @@
Level: 1d6
-Form: Pouch of very fine, rainbow-hued dust 
+Form: Pouch of very fine, rainbow-hued dust
Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
action. This does not use up any of their recovery rolls.
@@ -69509,7 +69509,7 @@
Level: 1d6
-Form: Magical thread sewn onto armor 
+Form: Magical thread sewn onto armor
Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
@@ -69542,7 +69542,7 @@
Level: 1d6 + 2
-Form: Small stone shaped like a heart 
+Form: Small stone shaped like a heart
ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
@@ -69552,7 +69552,7 @@
Level: 1d6 + 2
-Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers 
+Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
range.
@@ -69682,7 +69682,7 @@
Level: 1d6
-Form: Still-warm piece of a fallen star 
+Form: Still-warm piece of a fallen star
Effect: For the next ten minutes, when the user helps another character while holding the star, that characters task is
eased by an additional step. (If the user has an inability in the relevant skill, the other characters task is still
@@ -69692,7 +69692,7 @@
Level: 1d6 + 2
-Form: Red tart in the shape of a heart 
+Form: Red tart in the shape of a heart
Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
ten minutes.
@@ -69740,7 +69740,7 @@
Level: 1d6
-Form: Small wooden or metal cricket 
+Form: Small wooden or metal cricket
Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
modifiers.
@@ -69772,7 +69772,7 @@
Level: 1d6 + 1
-Form: Small medallion with the word “COURAGE” inscribed upon it. 
+Form: Small medallion with the word “COURAGE” inscribed upon it.
Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
@@ -69803,7 +69803,7 @@
Level: 1d6
-Form: Matchbox with one match inside 
+Form: Matchbox with one match inside
Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
@@ -69846,7 +69846,7 @@
Level: 1d6 + 2
-Form: Magical bean made into a cake 
+Form: Magical bean made into a cake
Effect: When eaten, the bean allows the
@@ -69875,7 +69875,7 @@
| 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
| 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-Poison for Your Daughter 
+Poison for Your Daughter
Level: 1d6 + 2
@@ -69946,7 +69946,7 @@
Level: 1d6 + 2
-Form: Apple that is half white and half red 
+Form: Apple that is half white and half red
Effect: Eating from the white half heals the user, restoring a number of points equal to the cyphers level to their
Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cyphers level. Each half of the
@@ -69992,7 +69992,7 @@
Level: 1d6 + 2
-Form: Small figure carved from wood or stone, with an open mouth 
+Form: Small figure carved from wood or stone, with an open mouth
Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
@@ -70002,7 +70002,7 @@
Level: 1d6 + 3
-Form: Bit of powder carried in a pepper box 
+Form: Bit of powder carried in a pepper box
Effect: When sprinkled on an inanimate
@@ -70019,7 +70019,7 @@
Level: 1d6 + 3
-Form: Dried pea that was previously slept on 
+Form: Dried pea that was previously slept on
Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
claims, and other such tricks (for all senses) for what they are.
@@ -70028,13 +70028,13 @@
Level: 1d6
-Form: Pocket watch with an empty face 
+Form: Pocket watch with an empty face
Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
-very much like riding a long, winding slide. 
+very much like riding a long, winding slide.
The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
jumping in feet-first.
@@ -70141,7 +70141,7 @@
Level: 1d6 + 4
-Form: Small jewel, talisman, or bead 
+Form: Small jewel, talisman, or bead
Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
@@ -70169,7 +70169,7 @@
Level: 1d6
-Form: Ring, necklace, hairpin, or bracelet 
+Form: Ring, necklace, hairpin, or bracelet
Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
commands as long as theyre within long range. They can hinder any or all opponents tasks, provide information, assist
@@ -70233,7 +70233,7 @@
Level: 1d6
-Form: Vase, vial, or jar filled with tears 
+Form: Vase, vial, or jar filled with tears
Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
the next time they are physically attacked.
@@ -70262,7 +70262,7 @@
Level: 1d6 + 1
-Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles 
+Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
Effect: Captures a witch (of a level up to the cyphers level). Upon entering the bottle, the witch takes damage equal
to the cyphers level and is trapped until someone whispers their name into the bottles mouth and releases them.
@@ -71080,7 +71080,7 @@
| 25-26 | Coil of endless rope |
| 27-28 | Crown of the mind |
| 34 | Crystal ball |
-| 35-37 | Deflecting shield  |
+| 35-37 | Deflecting shield |
| 38-40 | Elfblade |
| 41-43 | Enchanted armor |
| 44-49 | Exploding arrow |
@@ -71101,7 +71101,7 @@
| 99 | Vorpal sword |
| 00 | Whisperer in the ether |
-MAJOR FANTASY ARTIFACTS TABLE 
+MAJOR FANTASY ARTIFACTS TABLE
| 01-03 | Angelic ward\* |
|-------|-------------------------------------------------|
@@ -71120,22 +71120,22 @@
| 28-30 | Guardian idol |
| 31-33 | Hand of glory |
| 34-36 | Horn of thunder |
-| 37-39 | Instant ladder  |
+| 37-39 | Instant ladder |
| 40-43 | Lightening hammer |
| 44-47 | Necromantic wand |
| 48-50 | Ring of dragons flight\* |
-| 51-53 | Ring of fall flourishing  |
-| 54-56 | Ring of invisibility  |
-| 57 | Ring of wishes  |
+| 51-53 | Ring of fall flourishing |
+| 54-56 | Ring of invisibility |
+| 57 | Ring of wishes |
| 58-60 | Smooth stepping boots |
| 61-62 | Soul-stealing knife |
| 63-65 | Spellbook of elemental summoning |
| 66 | Spellbook of the amber mage\* |
-| 67-69 | Staff of black iron  |
+| 67-69 | Staff of black iron |
| 70-74 | Staff of healing |
| 75-77 | Staff of the prophet |
| 78-79 | Storm shack |
-| 80-83 | Trap runestone  |
+| 80-83 | Trap runestone |
| 84-88 | Wand of firebolts\* |
| 89-93 | Wand of spiders webbing |
| 94-97 | Witchs broom |
@@ -71190,17 +71190,17 @@
Depletion: —
-BOOK OF ALL SPELLS 
+BOOK OF ALL SPELLS
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Weighty tome filled with pages of spell runes 
+Form: Weighty tome filled with pages of spell runes
Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
-of facing pages includes the magical runes for one spell and a description of the spell and how to use it. 
+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
-following table, then rolling on the indicated table in the Cypher System Reference Document: 
+following table, then rolling on the indicated table in the Cypher System Reference Document:
| d6 | Cypher Type |
|-----|------------------------------------|
@@ -71209,119 +71209,119 @@
| 6 | Roll on the Subtle Cypher table |
The bearer can cast the spell on the page as if it were a cypher with a level equal to the books level. This doesnt
-remove the spell from the page (it can be cast again and again), but it does require a depletion roll. 
+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-said that turning to the last page makes the book vanish and appear somewhere else in the world. 
+said that turning to the last page makes the book vanish and appear somewhere else in the world.
The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
-copy, remove, or destroy a page only makes the book turn to a later page on its own. 
+copy, remove, or destroy a page only makes the book turn to a later page on its own.
Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
later page, or disappear and reappear somewhere else in the world.)
-BOUNDING BOOTS 
+BOUNDING BOOTS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Sturdy but flexible boots 
+Form: Sturdy but flexible boots
Effect: The boots assist the wearers every step to make jumping and running easier. The boots are an asset for jumping
-and running (easing one of these skills by two steps if the artifact is level 6 or higher). 
+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-Depletion: — 
+Depletion: —
-CATS EYE SPECTACLES 
+CATS EYE SPECTACLES
-Level: 1d6 
+Level: 1d6
-Form: Pair of dark crystalline spectacles in a dull wooden frame 
+Form: Pair of dark crystalline spectacles in a dull wooden frame
Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
-short range (or to long range if the artifact is level 5 or higher). 
+short range (or to long range if the artifact is level 5 or higher).
-Depletion: — 
+Depletion: —
-CLOAK OF BALAKAR 
+CLOAK OF BALAKAR
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Blue cloak with elaborate designs suggesting blowing wind 
+Form: Blue cloak with elaborate designs suggesting blowing wind
Effect: The wearer can calm winds of the artifacts level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
wearer can create a destructive windstorm up to that size, lasting one minute; this storms level is equal to half the
-artifacts level. 
+artifacts level.
-Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world) 
+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-CLOAK OF ELFKIND 
+CLOAK OF ELFKIND
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Thin greyish-green cloak with a cowl and clasp 
+Form: Thin greyish-green cloak with a cowl and clasp
Effect: When activated (by drawing the hood over the wearers head), the cloak takes on the colors and textures of
everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
-sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark. 
+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
Depletion: 1 in 1d100
-CLOAK OF FINERY 
+CLOAK OF FINERY
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Multilayered cloak of glittering material 
+Form: Multilayered cloak of glittering material
Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
in the most flattering way. When activated, it enhances the wearers appearance, voice, tone, and even their grammar,
-granting an asset to all interaction tasks for the next minute. 
+granting an asset to all interaction tasks for the next minute.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-COIL OF ENDLESS ROPE 
+COIL OF ENDLESS ROPE
-Level: 1d6 
+Level: 1d6
-Form: Coil of rope 
+Form: Coil of rope
Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
-depleted. If cut, any length beyond the coils initial 50 feet crumbles into powder after a round or two. 
+depleted. If cut, any length beyond the coils initial 50 feet crumbles into powder after a round or two.
-Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet) 
+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-CROWN OF EYES 
+CROWN OF EYES
-Level: 1d6 
+Level: 1d6
-Form: Metallic circlet set with several crystal spheres 
+Form: Metallic circlet set with several crystal spheres
Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
-perception tasks. 
+perception tasks.
Depletion: 1 in 1d100
-CROWN OF THE MIND 
+CROWN OF THE MIND
-Level: 1d6 
+Level: 1d6
-Form: Crown, circlet, headband, diadem, or amulet 
+Form: Crown, circlet, headband, diadem, or amulet
Effect: The crown augments the mind and thoughts of the wearer. This increases the wearers maximum Intellect Pool by 5
(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
-be restored with recovery rolls, healing magic, or similar effects). 
+be restored with recovery rolls, healing magic, or similar effects).
-Depletion: — 
+Depletion: —
-CRYSTAL BALL 
+CRYSTAL BALL
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Melon-sized crystalline or glass orb, with or without a support stand 
+Form: Melon-sized crystalline or glass orb, with or without a support stand
Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
@@ -71329,14 +71329,14 @@
misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
viewed, and how far away they are.
-| Familiarity  | |
+| Familiarity | |
|----------------------------------|----------|
| Only have name or description | Hindered |
-| Target has been visited  | Eased |
+| Target has been visited | Eased |
| Target is well known to the user | Eased |
| Availability | |
| Target is willing | Eased |
-| Target is unwilling  | Hindered |
+| Target is unwilling | Hindered |
| Distance | |
| More than 1 mile | Hindered |
| More than 10 miles | Hindered |
@@ -71345,39 +71345,39 @@
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-activated again. 
+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
+activated again.
In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
communication with the viewed area. All creatures in the area can sense the users presence and hear their voice, and
-the creatures can speak to and be heard by the user. 
+the creatures can speak to and be heard by the user.
Depletion: 1 in 1d20
An unwilling creatures defenses against magic and Intellect attacks should hinder scrying attempts just as they would
against a directly harmful mental spell.
-DEATHS SCYTHE 
+DEATHS SCYTHE
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Double-handed scythe 
+Form: Double-handed scythe
Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
-levels of Effort. 
+levels of Effort.
Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
Death manifestation: level 7
-DEMONFLESH 
+DEMONFLESH
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Ball of black leather with vein-like red streaks 
+Form: Ball of black leather with vein-like red streaks
Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
@@ -71385,94 +71385,94 @@
their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
-most Armor, but Armor made to ward against evil or demonic attacks should work against it. 
+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
Depletion: 1 in 1d20
To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-DEMONIC RUNE BLADE 
+DEMONIC RUNE BLADE
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Sword inscribed with demonic runes 
+Form: Sword inscribed with demonic runes
Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
-and it inflicts 4 additional points of damage (for a total of 8 points). 
+and it inflicts 4 additional points of damage (for a total of 8 points).
If the wielder kills a creature with the sword, the sword eats the creatures spirit and transfers some of its energy to
the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
the wielder to exceed their normal Might Pool and Might Edge stats.
If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
-attack roll of 1). 
+attack roll of 1).
Depletion: 1 in 1d10 (check each time a killed creatures life force is absorbed; if depleted, the swords magical
-abilities can be recharged if it kills an “innocent” creature) 
+abilities can be recharged if it kills an “innocent” creature)
-DRAGONTONGUE WEAPON 
+DRAGONTONGUE WEAPON
-Level: 1d6 + 2 
+Level: 1d6 + 2
Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
-activation. 
+activation.
Depletion: 1 in 1d100
-DRAGONTOOTH SOLDIERS 
+DRAGONTOOTH SOLDIERS
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Burlap bag containing a handful of large reptilian teeth
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
-tooth drawn requires a separate depletion roll. 
+tooth drawn requires a separate depletion roll.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-ELFBLADE 
+ELFBLADE
-Level: 1d6 + 3 
+Level: 1d6 + 3
Form: Medium sword
Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
-are within 300 feet (90 m). Depletion: — 
+are within 300 feet (90 m). Depletion: —
ENCHANTED ARMOR L
-evel: 1d6 + 3 
+evel: 1d6 + 3
-Form: Full suit of light, medium, or heavy armor 
+Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
-higher). 
+higher).
The additional Armor provided by the magic also applies to damage that often isnt reduced by typical armor, such as
-heat or cold damage (but not Intellect damage). 
+heat or cold damage (but not Intellect damage).
Depletion: —
-EXPLODING ARROW 
+EXPLODING ARROW
-Level: 1d6 
+Level: 1d6
-Form: Arrow with runes carved on the shaft and head 
+Form: Arrow with runes carved on the shaft and head
Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
d100 to determine the type of damage.
@@ -71484,31 +71484,31 @@
| 61-90 | Fire |
| 91-00 | Necromantic (harms only flesh) |
-Depletion: Automatic 
+Depletion: Automatic
-One advantage of an exploding arrow over a detonation cypher is that the arrow doesnt count toward your cypher limit. 
+One advantage of an exploding arrow over a detonation cypher is that the arrow doesnt count toward your cypher limit.
An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-EXPLORERS GLOVES 
+EXPLORERS GLOVES
-Level: 1d6 
+Level: 1d6
-Form: Thick but flexible-fingered leather gloves 
+Form: Thick but flexible-fingered leather gloves
Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
-while the gloves are activated, but taking any other action while climbing requires a new activation. 
+while the gloves are activated, but taking any other action while climbing requires a new activation.
Depletion: 1 in 1d20
- FALCON CLOAK
+ FALCON CLOAK
-Level: 1d6 
+Level: 1d6
-Form: Cloak made of feathers 
+Form: Cloak made of feathers
Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
-distance each round, or up to 60 miles (97 km) per hour when traveling overland. 
+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
Depletion: 1 in 1d100
@@ -71519,216 +71519,216 @@
Level: 1d6 + 1
-Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds 
+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour. 
+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-GHOSTLY ARMOR 
+GHOSTLY ARMOR
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Full suit of light, medium, or heavy armor 
+Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
-normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor. 
+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
characters abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-defense. 
+defense.
Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
provides its full Armor value)
-To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34. 
+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-GLOVES OF AGILITY 
+GLOVES OF AGILITY
-Level: 1d6 
+Level: 1d6
-Form: Supple leather or cloth gloves 
+Form: Supple leather or cloth gloves
Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearers maximum Speed Pool by 5
(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
-restored with recovery rolls, healing magic, or similar effects). 
+restored with recovery rolls, healing magic, or similar effects).
-Depletion: — 
+Depletion: —
-GRUELMAKER 
+GRUELMAKER
-Level: 1d6 
+Level: 1d6
-Form: Clay bowl stamped with symbols of fish and birds 
+Form: Clay bowl stamped with symbols of fish and birds
Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
-person for one day (or two people if the artifact is level 5 or higher). 
+person for one day (or two people if the artifact is level 5 or higher).
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-GUARDIAN IDOL 
+GUARDIAN IDOL
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall 
+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
shapes. After that, if anything the idol doesnt recognize (and is larger than a mouse) comes within long range, it
spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
+twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
-HAND OF GLORY 
+HAND OF GLORY
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Dried humanoid hand with candle-tip fingers 
+Form: Dried humanoid hand with candle-tip fingers
Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
invisible, the user is specialized in stealth and Speed defense tasks. Thief s Passage: A locked or barred door or a
-container whose level is less than or equal to the hands level becomes unlocked when touched by the hand. 
+container whose level is less than or equal to the hands level becomes unlocked when touched by the hand.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-HELM OF WATER BREATHING 
+HELM OF WATER BREATHING
-Level: 1d6 
+Level: 1d6
Form: Green metal helm with a scaly or fishy motif Effect: The wearers head is enveloped in a tight bubble of air that
-constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on. 
+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-Depletion: 12 in 1d100 (check each day) 
+Depletion: 12 in 1d100 (check each day)
-HORN OF THUNDER 
+HORN OF THUNDER
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Large signal horn banded with metal and carved with runes 
+Form: Large signal horn banded with metal and carved with runes
Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
-Larger objects might also be toppled. 
+Larger objects might also be toppled.
Depletion: 1 in 1d10
-INSTANT LADDER 
+INSTANT LADDER
-Level: 1d6 
+Level: 1d6
-Form: Small lightweight metal rod with gem buttons 
+Form: Small lightweight metal rod with gem buttons
Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
-The ladder can be transformed back into its rod form from either end. 
+The ladder can be transformed back into its rod form from either end.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
sequence to expand or collapse it.
-LIGHTNING HAMMER 
+LIGHTNING HAMMER
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Massive silver hammer that crackles with electricity 
+Form: Massive silver hammer that crackles with electricity
Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
-outward that deal 5 points of damage to everyone within short range. 
+outward that deal 5 points of damage to everyone within short range.
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-MASTERCRAFT ARMOR 
+MASTERCRAFT ARMOR
-Level: 1d6 
+Level: 1d6
-Form: Armor of exceptional quality 
+Form: Armor of exceptional quality
-Effect: This armor grants its wearer an asset for Speed defense rolls. 
+Effect: This armor grants its wearer an asset for Speed defense rolls.
-Depletion: — 
+Depletion: —
-MASTERCRAFT WEAPON 
+MASTERCRAFT WEAPON
-Level: 1d6 
+Level: 1d6
-Form: Weapon of exceptional quality 
+Form: Weapon of exceptional quality
-Effect: This weapon grants its wielder an asset for attack rolls made with it. 
+Effect: This weapon grants its wielder an asset for attack rolls made with it.
-Depletion: — 
+Depletion: —
Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
Equipment, page 34.
-MINDSHIELD HELMET 
+MINDSHIELD HELMET
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Lightweight cloth, leather, or metal helmet 
+Form: Lightweight cloth, leather, or metal helmet
Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearers
-mind are hindered (or hindered by two steps if the artifact is level 7 or higher). 
+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-Depletion: — 
+Depletion: —
-NECROMANTIC WAND 
+NECROMANTIC WAND
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Bone wand carved with runes 
+Form: Bone wand carved with runes
Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
-destroyed. 
+destroyed.
This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
-but each “round of ammo” used or each additional target selected requires an additional depletion roll. 
+but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10
-PACK OF STORAGE 
+PACK OF STORAGE
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Leather backpack or haversack with multiple pockets
Effect: This packs mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
-as much as it is holding. 
+as much as it is holding.
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
-pack) 
+pack)
-POISONERS TOUCH 
+POISONERS TOUCH
-Level: 1d6 + 1 
+Level: 1d6 + 1
Form: Very thin transparent glove with faint markings
Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
-damage again until either they succeed at the defense roll or five rounds pass, whichever comes first. 
+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-PROTECTION AMULET 
+PROTECTION AMULET
-Level: 1d6 
+Level: 1d6
-Form: Stylized amulet worn on a chain 
+Form: Stylized amulet worn on a chain
Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
of damage the amulet protects against.
@@ -71742,247 +71742,247 @@
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-RING OF FALL FLOURISHING 
+RING OF FALL FLOURISHING
-Level: 1d6 
+Level: 1d6
-Form: Gold band inscribed with feather wreath 
+Form: Gold band inscribed with feather wreath
-Effect: The wearer of the ring can fall any distance safely, landing easily and upright. 
+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
-RING OF INVISIBILITY 
+RING OF INVISIBILITY
-Level: 1d6 
+Level: 1d6
-Form: Gold band inscribed with characters that are revealed only if ring is heated 
+Form: Gold band inscribed with characters that are revealed only if ring is heated
Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
-and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason. 
+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-RING OF WISHES 
+RING OF WISHES
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Plain gold band 
+Form: Plain gold band
Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
-likely the GM will limit its effect.) 
+likely the GM will limit its effect.)
-Depletion: 13 in 1d6 
+Depletion: 13 in 1d6
-SHIELD OF TWO SKIES 
+SHIELD OF TWO SKIES
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Small hexagonal amulet 
+Form: Small hexagonal amulet
Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
-cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes. 
+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
Depletion: 1 in 1d100
SKILL RING
-Level: 1d6 
+Level: 1d6
-Form: Ring carved with sigils appropriate to its granted skill 
+Form: Ring carved with sigils appropriate to its granted skill
Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
-This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher). 
+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-Depletion: — 
+Depletion: —
-SMOOTH-STEPPING BOOTS 
+SMOOTH-STEPPING BOOTS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Pair of boots 
+Form: Pair of boots
Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
-surfaces (even vertically or upside down) as if under normal gravity. 
+surfaces (even vertically or upside down) as if under normal gravity.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
-SOUL-STEALING KNIFE 
+SOUL-STEALING KNIFE
-Level: 1d6 
+Level: 1d6
-Form: Night-black blade in which distant stars are sometimes visible 
+Form: Night-black blade in which distant stars are sometimes visible
Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
inflicts additional damage (ignores Armor) equal to the artifacts level. If damage from the dagger reduces a target to
0 health, the targets soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.) 
+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-yet consumed. After answering the third question, the soul is consumed. 
+yet consumed. After answering the third question, the soul is consumed.
Depletion: 1 in 1d20 (check each activation)
-SOVEREIGN KEY 
+SOVEREIGN KEY
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Slender golden key 
+Form: Slender golden key
Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
-than the artifact level, and locks open easily if their level is equal to or less than the artifact level. 
+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-Depletion: 1 in 1d10 
+Depletion: 1 in 1d10
-SPELLBOOK OF ELEMENTAL SUMMONING 
+SPELLBOOK OF ELEMENTAL SUMMONING
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Weighty tome filled with pages of spell runes 
+Form: Weighty tome filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
-summoners bidding for up to one hour, unless it somehow breaks the geas created by the book. 
+summoners bidding for up to one hour, unless it somehow breaks the geas created by the book.
Depletion: 13 in 1d20
-STAFF OF BLACK IRON 
+STAFF OF BLACK IRON
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Staff of black iron set with an eye-shaped crystal headpiece 
+Form: Staff of black iron set with an eye-shaped crystal headpiece
-Effect: The wielder can use an action to gain one of the following effects. 
+Effect: The wielder can use an action to gain one of the following effects.
Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
-target follows any suggestion during its next turn that doesnt cause direct harm to itself or its allies. 
+target follows any suggestion during its next turn that doesnt cause direct harm to itself or its allies.
Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
-inflicting damage equal to the artifact level. 
+inflicting damage equal to the artifact level.
Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
-rolls). This effect is invisible and doesnt require them to hold a shield; merely touching the staff is sufficient. 
+rolls). This effect is invisible and doesnt require them to hold a shield; merely touching the staff is sufficient.
The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
lightning), but each requires a separate activation and depletion roll.
-Depletion: 1 in 1d100 
+Depletion: 1 in 1d100
STAFF OF HEALING
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Wooden staff capped with a golden icon 
+Form: Wooden staff capped with a golden icon
Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
-free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level). 
+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
Depletion: 1 in 1d10
-STAFF OF THE PROPHET 
+STAFF OF THE PROPHET
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Short wooden staff 
+Form: Short wooden staff
-Effect: The staff has three abilities, each of which requires an action to activate. 
+Effect: The staff has three abilities, each of which requires an action to activate.
Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
-can collapse it as an action. 
+can collapse it as an action.
Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
failed Might defense roll. The snake obeys the wielders verbal commands, but it cant do anything a regular snake
-couldnt do.
+couldnt do.
Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
-natural spring in the ground. 
+natural spring in the ground.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-STORM SHACK 
+STORM SHACK
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Miniature model of a simple wooden shack 
+Form: Miniature model of a simple wooden shack
Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
artifacts level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-model, which can be taken and reused. 
+model, which can be taken and reused.
Depletion: 1 in 1d100
-TRAP RUNESTONE 
+TRAP RUNESTONE
-Level: 1d6 
+Level: 1d6
-Form: Pouch with chalk, sealing wax, and an engraved runestone 
+Form: Pouch with chalk, sealing wax, and an engraved runestone
Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
-explosive spell scroll, a poisonous potion, and so on. 
+explosive spell scroll, a poisonous potion, and so on.
The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
artifacts trigger might be based on a creatures size or weight, a level 5 artifact can trigger based on a specific
-type of creature, and a level 6 artifact can trigger based on recognizing an individual creature. 
+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-Depletion: Automatic 
+Depletion: Automatic
-TUNNELING GAUNTLETS 
+TUNNELING GAUNTLETS
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Oversized pair of metallic gauntlets with broad nails 
+Form: Oversized pair of metallic gauntlets with broad nails
Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
-that, the tunnel is subject to collapse. 
+that, the tunnel is subject to collapse.
Depletion: 1 in 1d20
-VORPAL SWORD 
+VORPAL SWORD
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Long sword that sometimes whispers and snickers aloud 
+Form: Long sword that sometimes whispers and snickers aloud
Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
-different effect). 
+different effect).
-Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material) 
+Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-WAND OF SPIDERS WEBBING 
+WAND OF SPIDERS WEBBING
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: White oak wand 
+Form: White oak wand
Effect: This wand produces a long-range stream of grey spiders webbing that entangles a target and holds it stuck to
nearby surfaces. Entangled victims cant move or take actions that require movement. Targets whose level is higher than
the wands level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
-was caught within it. 
+was caught within it.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
-WHISPERER IN THE ETHER 
+WHISPERER IN THE ETHER
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: Small crystal 
+Form: Small crystal
Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
@@ -71991,27 +71991,27 @@
right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
-guarding. 
+guarding.
The whisperers willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
reasons it will not explain. The whisperers knowledge base is broad but not omniscient. It cannot see the future, but
-it can often predict outcomes based on logic. 
+it can often predict outcomes based on logic.
Depletion: 1 in 1d20 (check each day)
WITCHS BROOM
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: A 6-foot (2 m) long wooden broom 
+Form: A 6-foot (2 m) long wooden broom
Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
-(160 km) per hour. 
+(160 km) per hour.
The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
time all tasks are hindered. After the hallucinations end, the bearers Intellect tasks are eased for the next ten
-minutes. 
+minutes.
Depletion: 1 in 1d20
@@ -72081,75 +72081,75 @@
Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially unusual devices are everywhere. 
+fantastic settings, opportunities to find especially unusual devices are everywhere.
Dimensional Modulator
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Marble-sized crisscross shape of unknown material 
+Form: Marble-sized crisscross shape of unknown material
Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
take actions, doesnt age, and is immune to damage and effects. It remains in stasis for about a day, until the user
-returns the missing dimension or the artifact depletes. 
+returns the missing dimension or the artifact depletes.
Depletion: 1 in 1d10
Metabolic Prod
-Level: 1d6 + 1 
+Level: 1d6 + 1
-Form: 1 m (4 foot) metallic rod of unknown material 
+Form: 1 m (4 foot) metallic rod of unknown material
Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
-additional effects, if set before attacking. 
+additional effects, if set before attacking.
Aggression: The targets aggressive tendencies are increased for one hour, during which time the target attacks almost
-anything it encounters. 
+anything it encounters.
Calm: The targets aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
-but never initiates them. 
+but never initiates them.
Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
go months with no additional food or water and with a fraction of the air theyd normally need. Loud sounds, damage,
-persistent prodding, and the like wakes someone in hibernation. 
+persistent prodding, and the like wakes someone in hibernation.
Depletion: 1 in 1d20
Probability Regulator
-Level: 1d6 + 4 
+Level: 1d6 + 4
-Form: Fist-sized mathematically perfect solid of constant width of unknown material 
+Form: Fist-sized mathematically perfect solid of constant width of unknown material
Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
-difficulty 10. If successful, they achieve the desired result. 
+difficulty 10. If successful, they achieve the desired result.
Depletion: 1 × task difficulty in 1d20
Steorraform
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Badge-sized seven-pointed star of unknown material 
+Form: Badge-sized seven-pointed star of unknown material
Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
(to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
-falling into lava, the sun, a singularity, and so on. 
+falling into lava, the sun, a singularity, and so on.
Depletion: 1 × number of previous uses in 1d20
WEAPONS
-Artifacts that can be used as weapons, though some have other uses as well. 
+Artifacts that can be used as weapons, though some have other uses as well.
Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
@@ -72158,72 +72158,72 @@
Alpha Beam Projector
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Rifle-like device of unknown material 
+Form: Rifle-like device of unknown material
Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
(and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
-from the target. 
+from the target.
Depletion: 1 in 1d20
Carbonizer
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Pistol-like device of unknown material 
+Form: Pistol-like device of unknown material
Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources. 
+sources.
Depletion: 1 in 1d20
Death Ray
-Level: 1d6 + 3 
+Level: 1d6 + 3
-Form: Pistol-like device of unknown material 
+Form: Pistol-like device of unknown material
Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources. 
+sources.
Depletion: 1 in 1d20
Disintegration Beamer
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Rifle-like device with two electrodelike protrusions of unknown material 
+Form: Rifle-like device with two electrodelike protrusions of unknown material
Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
range, inflicting damage equal to twice the artifacts level. If the attack reduces the targets health (or combined
Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
-can spend 1 XP and instead descend one step on the damage track.) 
+can spend 1 XP and instead descend one step on the damage track.)
Depletion: 1 in 1d20
Empathetic Ray
-Level: 1d6 + 2 
+Level: 1d6 + 2
-Form: Rod-like device with very long barrel of unknown material 
+Form: Rod-like device with very long barrel of unknown material
Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
adjust the settings to increase the rays effectiveness by making one additional depletion roll per increase in the
maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
-once every minute for the first few minutes, then once every hour. 
+once every minute for the first few minutes, then once every hour.
Depletion: 1 in 1d20
-HORROR ARTIFACTS 
+HORROR ARTIFACTS
Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
@@ -72244,7 +72244,7 @@
> The Bad Penny module is a handy GM tool when a horror artifact is important to the games plot.
-LOVECRAFTIAN ARTIFACTS
+LOVECRAFTIAN ARTIFACTS
The stories of the mythos often feature strange books or devices (which might be magical or of
exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
@@ -72256,11 +72256,11 @@
• Necronomicon
-• Pnakotic Manuscripts 
+• Pnakotic Manuscripts
• Shining trapezohedron
-HORROR ARTIFACTS 
+HORROR ARTIFACTS
BOOK OF THOTH
@@ -72378,7 +72378,7 @@
level or lower. For example, a level 3 monkeys paw could be used to wish for the death of a level 3 enemy, destroy a
level 3 barrier, resurrect a dead level 3
-person, and so on. 
+person, and so on.
Depletion: 1 in 1d6
@@ -72386,7 +72386,7 @@
Level: 1d6 + 4
-Form: Grimoire (no reader can long keep the books exact form in memory) 
+Form: Grimoire (no reader can long keep the books exact form in memory)
Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
@@ -72411,7 +72411,7 @@
Depletion: —
-PNAKOTIC MANUSCRIPTS 
+PNAKOTIC MANUSCRIPTS
Level: 1d6 + 2
@@ -72470,13 +72470,13 @@
One advantage of a silgarho bullet over a destructive cypher is that the bullet doesnt count toward your cypher limit.
-Depletion: Automatic 
+Depletion: Automatic
SPIRIT BOARD
Level: 1d6
-Form: Weathered, flat piece of wood inked with letters and numbers 
+Form: Weathered, flat piece of wood inked with letters and numbers
Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
@@ -72485,7 +72485,7 @@
any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
-the past is level 7; gaining knowledge of the future is normally impossible. 
+the past is level 7; gaining knowledge of the future is normally impossible.
Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
@@ -72658,7 +72658,7 @@
| 97-98 | Tweedledees umbrella |
| 99-00 | Vicious tankard |
-A SELECTION OF FAIRY TALE ARTIFACTS 
+A SELECTION OF FAIRY TALE ARTIFACTS
A Tisket a Tasket
@@ -72678,7 +72678,7 @@
Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
-6 or higher). 
+6 or higher).
Depletion: —
@@ -72734,7 +72734,7 @@
Level: 1d6 + 2
-Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl 
+Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
Effect: Playing someone in a game of checkers or draughts eases all of the users positive social interactions with
their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
@@ -72795,7 +72795,7 @@
Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
-cannot grant a wish above its level. The genie can grant only one wish per day. 
+cannot grant a wish above its level. The genie can grant only one wish per day.
Depletion: 1 in 1d6
@@ -72866,7 +72866,7 @@
Level: 1d6 + 3
-Form: Iron stove that walks and talks 
+Form: Iron stove that walks and talks
Effect: Once per day, the stove can bake a
@@ -72899,7 +72899,7 @@
Level: 1d6 + 4
-Form: Ornate mirror that grows or shrinks in size according to its users needs. 
+Form: Ornate mirror that grows or shrinks in size according to its users needs.
Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
determine the mirrors ability:
@@ -72976,7 +72976,7 @@
Level: 1d6
-Form: Glass bottle filled with glittering light 
+Form: Glass bottle filled with glittering light
Effect: Shake the glittering light on a living
@@ -72989,7 +72989,7 @@
Level: 1d6 + 3
-Form: Woolen cap soaked in human blood 
+Form: Woolen cap soaked in human blood
Effect: The wearer gains an extra recovery
@@ -73014,7 +73014,7 @@
Level: 1d6 + 1
-Form: Steel sword with an ornate hilt 
+Form: Steel sword with an ornate hilt
Effect: When activated by a special word,
@@ -73071,7 +73071,7 @@
Level: 1d6 + 4
-Form: Woven shirt of stinging nettles 
+Form: Woven shirt of stinging nettles
Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
addition to the 1 Armor that light armor typically provides. Additionally, the wearer cant be shapeshifted against
@@ -73096,7 +73096,7 @@
Level: 1d6 + 2
-Form: Fiddle made of bone and guts 
+Form: Fiddle made of bone and guts
Effect: This instrument acts like a normal
@@ -73107,13 +73107,13 @@
The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
-Depletion: 1 in 1d20 
+Depletion: 1 in 1d20
Steadfast Tin Soldier
Level: 1d6 + 2
-Form: Small tin soldier with one leg 
+Form: Small tin soldier with one leg
Effect: Gives a user who is missing a
@@ -73141,7 +73141,7 @@
Level: 1d6 + 2
-Form: Small penknife inscribed with tiny words in hundreds of languages 
+Form: Small penknife inscribed with tiny words in hundreds of languages
Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
one of two effects, depending on the wielders desire (the wielder must decide before they activate the artifact each
@@ -73162,7 +73162,7 @@
Level: 1d6
-Form: Common-looking wooden table 
+Form: Common-looking wooden table
Effect: Putting the table out and saying
@@ -73182,7 +73182,7 @@
Level: 1d6 + 2
-Form: Small ornate tinderbox made of metal 
+Form: Small ornate tinderbox made of metal
Effect: Summons three dogs to do the users bidding. The dogs can complete any tasks dogs would normally be able to
accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
@@ -73205,7 +73205,7 @@
Level: 1d6 + 2
-Form: Hefty ale tankard carved of stone 
+Form: Hefty ale tankard carved of stone
Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
@@ -73514,7 +73514,7 @@
shouldnt cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
leeway, the GM always has the option to use an intrusion to complicate an encounter.
-FANTASY EQUIPMENT
+FANTASY EQUIPMENT
MEDIEVAL FANTASY EQUIPMENT
| Category | GP Value |
@@ -73527,89 +73527,89 @@
STARTING GOLD PIECES FOR CHARACTERS
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp. 
+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp. 
+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp. 
+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-WEAPONS AND ARMOR DESCRIPTIONS 
+WEAPONS AND ARMOR DESCRIPTIONS
-Battleaxe: A wooden pole with a blade on one end. 
+Battleaxe: A wooden pole with a blade on one end.
-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it. 
+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
-it. 
+it.
-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword. 
+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon. 
+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
- Dagger: A very short blade for stabbing or slicing. 
+ Dagger: A very short blade for stabbing or slicing.
-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain. 
+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one. 
+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-Greatsword: A two-handed version of the broadsword. 
+Greatsword: A two-handed version of the broadsword.
Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenters hammer) or two-sided (like a
-sledgehammer). 
+sledgehammer).
Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
-You need two hands to load it. 
+You need two hands to load it.
-Handaxe: A light, one-handed axe thats good for melee or throwing. 
+Handaxe: A light, one-handed axe thats good for melee or throwing.
Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
-reload. 
+reload.
-Heavy mace: A larger, two-handed version of a mace. 
+Heavy mace: A larger, two-handed version of a mace.
-Javelin: A light spear thats designed to be thrown. 
+Javelin: A light spear thats designed to be thrown.
Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
-thats spherical, flanged, or knobbed. 
+thats spherical, flanged, or knobbed.
-Maul: A larger version of the hammer, such as a sledgehammer. 
+Maul: A larger version of the hammer, such as a sledgehammer.
Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
-of their physical actions are hindered until they take an action to remove it. 
+of their physical actions are hindered until they take an action to remove it.
-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miners tool. 
+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miners tool.
Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
-pulling an opponent from their mount. 
+pulling an opponent from their mount.
-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long. 
+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-Rapier: A light sword with a thin blade used for stabbing and slashing. 
+Rapier: A light sword with a thin blade used for stabbing and slashing.
-Scimitar: A medium-length sword with a strongly curved blade. 
+Scimitar: A medium-length sword with a strongly curved blade.
Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
-as a weapon. 
+as a weapon.
Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
-to load it. Action to reload. 
+to load it. Action to reload.
-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end. 
+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-Throwing dart: A very short, light spear meant to be thrown rather than used in melee. 
+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-Trident: A three-pronged spear, often used for spear fishing. 
+Trident: A three-pronged spear, often used for spear fishing.
-Unarmed: A typical punch, kick, or other weaponless attack. 
+Unarmed: A typical punch, kick, or other weaponless attack.
Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
@@ -73635,29 +73635,29 @@
| Battleaxe | 10 gp | |
| Bow | 30 gp | Long range |
| Arrows (20) | 1 gp | |
-| Broadsword  | 15 gp | |
+| Broadsword | 15 gp | |
| Club | 1 sp | |
-| Crank crossbow | 250 gp  | Long range |
+| Crank crossbow | 250 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
| Light crossbow | 25 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
| Flail | 10 gp | |
| Hammer | 15 gp | |
| Javelin | 5 sp | Can be thrown up to long range |
-| Mace | 10 gp  | |
+| Mace | 10 gp | |
| Pick | 10 gp | |
| Polearm | 10 gp | |
| Quarterstaff | 2 sp | |
| Scimitar | 25 gp | |
-| Spear  | 1 gp | Can be thrown up to long range |
-| Trident  | 5 gp | |
+| Spear | 1 gp | Can be thrown up to long range |
+| Trident | 5 gp | |
| Heavy Weapons (6 points of damage) | Price | Notes |
| Greataxe | 30 gp | |
| Greatsword | 50 gp | |
| Heavy crossbow | 50 gp | Long range |
| Crossbow bolts (20) | 1 gp | |
-| Heavy mace  | 15 gp | |
-| Maul  | 10 gp  | |
+| Heavy mace | 15 gp | |
+| Maul | 10 gp | |
RANDOM WEAPON TABLE
@@ -73671,7 +73671,7 @@
| 14-20 | Broadsword |
| 21-23 | Club |
| 24 | Crank crossbow |
-| 25-31  | Dagger |
+| 25-31 | Dagger |
| 32-34 | Flail |
| 35-36 | Greataxe |
| 37-42 | Greatsword |
@@ -73695,59 +73695,59 @@
| 92-96 | Spear |
| 97 | Throwing dart |
| 98-99 | Trident |
-| 00  | Whip |
+| 00 | Whip |
> Its more fun if a character finds an improved version of a weapon they like instead of a weapon theyre not familiar
> with.
-ARMOR DESCRIPTIONS 
+ARMOR DESCRIPTIONS
You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
-Speed Effort cost of the worst one). 
+Speed Effort cost of the worst one).
Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
giant lizard or rhinoceros.
Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
-movement than full plate at the cost of some protection. 
+movement than full plate at the cost of some protection.
-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.” 
+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.” 
+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
-dwarven smiths know how to make it). 
+dwarven smiths know how to make it).
Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
-elven smiths know how to make it). 
+elven smiths know how to make it).
Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
-joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.” 
+joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
Heavy cloth: Clothing thats heavy enough to reduce the effect of attacks against you, such as winter clothing or a
fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
but not bashing attacks like clubs or hammers. Heavy cloth doesnt have a Speed Effort cost. It cant be worn with other
-kinds of armor. 
+kinds of armor.
Hides and furs: Made from thick or poorly cured animal skins. Its heavier and bulkier than other kinds of leather
-armor, but easier to make, especially by resource-poor crafters. 
+armor, but easier to make, especially by resource-poor crafters.
Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
your torso. Its stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
-concept. 
+concept.
Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
doesnt have a Speed Effort cost. It cant be worn with other kinds of armor.
- Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
-mail.” 
+ Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
+mail.”
Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
@@ -73759,7 +73759,7 @@
| Heavy cloth | 1\* | 0 | 3 gp |
| Hides and furs | 1 | 1 | 10 gp |
| Leather jerkin | 1 | 1 | 10 gp |
-| Padded  | 1\* | 0 | 5 gp |
+| Padded | 1\* | 0 | 5 gp |
| Medium Armor | Armor | Speed Effort Additional Cost | Price |
| Breastskin | 2 | 2 | 10 gp |
| Breastplate | 2 | 2 | 400 gp |
@@ -73772,81 +73772,81 @@
| Scale | 3 | 0 | 50 gp |
| Shield | asset\*\* | | 10 gp |
-\* Only against piercing and slashing attacks 
+\* Only against piercing and slashing attacks
\*\* Using a shield provides the wearer with an asset on Speed defense tasks
If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
and padded armor should provide no Armor at all.
-ADVENTURING EQUIPMENT 
+ADVENTURING EQUIPMENT
Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
-If poured carefully, it can damage or destroy a small item or areas made of stone or metal. 
+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
Adventuring pack: Includes 50 feet (15 m) of rope, three days iron rations, three spikes, small hammer, a set of warm
-clothes, boots, and three torches. 
+clothes, boots, and three torches.
Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor). 
+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
-grants an asset for identifying potion cyphers and similar mysterious liquids. 
+grants an asset for identifying potion cyphers and similar mysterious liquids.
-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope. 
+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
-string, 3 feet (1 m) of metal wire, and a handful of nails. 
+string, 3 feet (1 m) of metal wire, and a handful of nails.
-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors. 
+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
-assumes the character has already read the book and is looking for relevant information). 
+assumes the character has already read the book and is looking for relevant information).
Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
Speed defense roll or take 2 points of Speed damage (ignores Armor).
-Candle: A candle burns for one hour and creates dim light in an immediate area. 
+Candle: A candle burns for one hour and creates dim light in an immediate area.
-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks. 
+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects. 
+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses. 
+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
-parts are reusable, but the kit runs out after about five uses. 
+parts are reusable, but the kit runs out after about five uses.
Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both. 
+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
Lockpicks: Also known as thieves tools, this set provides everything a skilled person needs to pick locks and disarm
-traps. 
+traps.
Manacles: Metal or heavy wooden restraints that hold an enemys wrists or ankles in place and are secured with a pin. A
-common set of manacles is level 5. 
+common set of manacles is level 5.
Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
-of fire damage (ignores Armor) on anyone in or moving through the area. 
+of fire damage (ignores Armor) on anyone in or moving through the area.
-Signal horn: This horn can be heard up to a mile away. 
+Signal horn: This horn can be heard up to a mile away.
-Spyglass: This device grants an asset on perception tasks to see things at long range or longer. 
+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-Tent: This has enough room for two humans or three smaller people. 
+Tent: This has enough room for two humans or three smaller people.
Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
@@ -73902,35 +73902,35 @@
CLOTHING DESCRIPTIONS
Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
-shoes, and underclothes. 
+shoes, and underclothes.
Artisans outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-an apron and a belt for holding tools. 
+an apron and a belt for holding tools.
Ascetics outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments. 
+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-Cold-weather outfit: A heavier set of clothing for protection against cold weather. 
+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
Entertainers costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-bard, juggler, or acrobat. 
+bard, juggler, or acrobat.
Explorers outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-various activities and environments. 
+various activities and environments.
Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
-times as much. 
+times as much.
Peasants outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings. 
+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols. 
+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
Travelers outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-hood. 
+hood.
Wizards outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
@@ -73954,16 +73954,16 @@
ANIMALS AND GEAR DESCRIPTIONS
-Draft horse: A strong horse able to carry or pull heavy loads. 
+Draft horse: A strong horse able to carry or pull heavy loads.
Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
-intruders than it is for accompanying adventurers into dangerous locations. 
+intruders than it is for accompanying adventurers into dangerous locations.
Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
-as a mount for a smaller-than-human creature such as a dwarf or halfling. 
+as a mount for a smaller-than-human creature such as a dwarf or halfling.
Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
-combat. 
+combat.
Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
such as a chariot.
@@ -73979,7 +73979,7 @@
| Saddle | 10 gp |
| Warehouse | 300-500 gp |
-FOOD AND LODGING 
+FOOD AND LODGING
| Item | Price |
|----------------------|-------|
@@ -74797,15 +74797,15 @@
When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-• Characters must choose weapons within, or less than, the average tech rating of the setting. 
+• Characters must choose weapons within, or less than, the average tech rating of the setting.
• Characters may not choose weapons in the exorbitant or priceless price category.
-CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS 
+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
-but rather cheaply made objects. 
+but rather cheaply made objects.
EQUIPMENT POWER
@@ -74854,109 +74854,109 @@
Smartphone
-Level 2 (6) 
+Level 2 (6)
-Moderate/Expensive 
+Moderate/Expensive
A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
-bright light within immediate range. Subject to running out of charge or breaking. 
+bright light within immediate range. Subject to running out of charge or breaking.
-Computer/Laptop 
+Computer/Laptop
-Level 3 (9) 
+Level 3 (9)
-Expensive 
+Expensive
-A data processing and data-access tool that enables all sorts of creative and comprehension tasks. 
+A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-Satellite phone 
+Satellite phone
-Level 4 (12) 
+Level 4 (12)
-Very Expensive 
+Very Expensive
As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
providing planetary range.
ADVANCED
-Communicator, badge/ring 
+Communicator, badge/ring
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
-network-connected database), and audibly duplicates most smartphone functions. 
+network-connected database), and audibly duplicates most smartphone functions.
A communicator badge in the form of ring is often referred to as a data-ring.
-AR glasses 
+AR glasses
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
-functions. Can be worn inside a space suit helmet or incorporated directly into one. 
+functions. Can be worn inside a space suit helmet or incorporated directly into one.
-AR contacts 
+AR contacts
-level 4 (12) 
+level 4 (12)
-Expensive x2 
+Expensive x2
-As AR glasses, but are lenses fitted to the eye. Also called “smartacs.” 
+As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-Courier 
+Courier
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
-A courier must be launched in a micro-gravity environment. 
+A courier must be launched in a micro-gravity environment.
Laser array
-level 5 (15) 
+level 5 (15)
Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
-tasks using it are hindered). 
+tasks using it are hindered).
Graser array
- level 5 (15) 
+ level 5 (15)
-Exorbitant 
+Exorbitant
As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
FANTASTIC
-Minds eye 
+Minds eye
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
-granting an asset on all tasks the user attempts to control or moderate their own reactions. 
+granting an asset on all tasks the user attempts to control or moderate their own reactions.
-Ansible 
+Ansible
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
allows instantaneous communication between two points even across interstellar distances.
@@ -74964,49 +74964,49 @@
SENSE-ENHANCING TOOLS
Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
-the minds eye implant. 
+the minds eye implant.
CONTEMPORARY
-Binoculars 
+Binoculars
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Provides an asset for perception tasks at range. 
+Provides an asset for perception tasks at range.
-Camera, surveillance 
+Camera, surveillance
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
-date; includes microphone and ability to have conversation through camera speakers. 
+date; includes microphone and ability to have conversation through camera speakers.
-Microscope 
+Microscope
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Provides an asset to any research task where small-scale perception could provide additional information, though
-analysis requires several hours or more. 
+analysis requires several hours or more.
Nightvision goggles
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Reasonably accurate vision in complete darkness, up to 100 m (330 feet). 
+Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-Analysis apparatus 
+Analysis apparatus
-level 4 (12) 
+level 4 (12)
-Exorbitant 
+Exorbitant
Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
@@ -75014,47 +75014,47 @@
ADVANCED
-Hand scanner 
+Hand scanner
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Smartphone-like device customized for analysis; provides an asset for identifying tasks. 
+Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-White noise generator 
+White noise generator
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
-tasks within short range by five steps. 
+tasks within short range by five steps.
-Lab-on-a-chip 
+Lab-on-a-chip
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
-small-scale perception could provide additional information by two steps, though analysis requires about ten minutes. 
+small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-Research drone 
+Research drone
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
-Research drones can also be controlled through AR glasses or smartphones to any distance communications reach. 
+Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-Tactile drone 
+Tactile drone
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
@@ -75062,34 +75062,34 @@
FANTASTIC
-Multicorder 
+Multicorder
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
devices multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
-Analysis requires only one round to complete. 
+Analysis requires only one round to complete.
An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
in effect providing one more level of Effort than what was paid for
-Probe drone 
+Probe drone
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
-has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each. 
+has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-Sonic toolgrip 
+Sonic toolgrip
level 6 (18)
-Exorbitant 
+Exorbitant
Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
@@ -75103,61 +75103,61 @@
CONTEMPORARY
-Cold weather gear 
+Cold weather gear
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
-for several hours at temperatures down to 90 degrees C (130 degrees F). 
+for several hours at temperatures down to 90 degrees C (130 degrees F).
-Elegant clothes 
+Elegant clothes
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations. 
+Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-SCUBA gear 
+SCUBA gear
level 4 (12)
-Expensive 
+Expensive
Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
normal Earth atmosphere) of up to 40 m (130 feet)
CONTEMPORARY ARMOR
-Leather jacket 
+Leather jacket
-level 2 (6) 
+level 2 (6)
-Moderate Functions as light armor (+1 Armor). 
+Moderate Functions as light armor (+1 Armor).
-Kevlar vest 
+Kevlar vest
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Functions as medium armor (+2 Armor). 
+Functions as medium armor (+2 Armor).
-Military body armor, light 
+Military body armor, light
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Functions as medium armor (+2 Armor), encumbers as light armor. 
+Functions as medium armor (+2 Armor), encumbers as light armor.
Military body armor
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Functions as heavy armor (+3 Armor).
@@ -75166,105 +75166,105 @@
ADVANCED
-Safesuit, space 
+Safesuit, space
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
triggers a GM intrusion, the suit tears.
-Breather 
+Breather
-level 2 (6) 
+level 2 (6)
-Moderate/Expensive 
+Moderate/Expensive
A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
-of action before the full effects of vacuum begin dropping them on the damage track. 
+of action before the full effects of vacuum begin dropping them on the damage track.
-Exoskin, grav-assist 
+Exoskin, grav-assist
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
-Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor. 
+Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-Shipboots 
+Shipboots
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
-by those acting in zero-gravity conditions. 
+by those acting in zero-gravity conditions.
-Pressure suit 
+Pressure suit
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
-found on Mars. Some come integrated with breathers (at double the cost). 
+found on Mars. Some come integrated with breathers (at double the cost).
-Exoskin, brute 
+Exoskin, brute
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might. 
+As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-Exoskin, reactive 
+Exoskin, reactive
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed. 
+As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-Space suit 
+Space suit
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
(going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
-usually built in. 
+usually built in.
“Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-Stealthsuit 
+Stealthsuit
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Provides two assets to stealth tasks. 
+Provides two assets to stealth tasks.
-Swimsuit, hydrodynamic 
+Swimsuit, hydrodynamic
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Next-generation materials repel water, increase oxygen consumption, and shape swimmers body to better swimming ideal;
-provides two free levels of Effort to swimming tasks. 
+provides two free levels of Effort to swimming tasks.
-Space suit, deluxe 
+Space suit, deluxe
-level 5 (15) 
+level 5 (15)
-Very Expensive x2 
+Very Expensive x2
As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
@@ -75283,52 +75283,52 @@
ADVANCED ARMOR
-Armored bodysuit 
+Armored bodysuit
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Functions as medium armor (+2 Armor), encumbers as if not wearing any armor. 
+Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
Body armor, lightweight
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor. 
+Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-Paint-on impact armor 
+Paint-on impact armor
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
-minutes; each applicator depletes 1 in 1d10 uses. 
+minutes; each applicator depletes 1 in 1d10 uses.
-Battlesuit 
+Battlesuit
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit. 
+Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-Holobit 
+Holobit
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks. 
+Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-Battlesuit, deluxe 
+Battlesuit, deluxe
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
@@ -75336,29 +75336,29 @@
FANTASTIC
-Breather, vacuum 
+Breather, vacuum
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
-poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit. 
+poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-Bounding boots 
+Bounding boots
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
-any height safely if prepared for the descent. 
+any height safely if prepared for the descent.
-Cloak, chameleon 
+Cloak, chameleon
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
and one free level of Effort to stealth tasks.
@@ -75368,34 +75368,34 @@
FANTASTIC ARMOR
-Force field, quick 
+Force field, quick
level 4 (12)
- Very Expensive 
+ Very Expensive
Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
-Once used, must be recharged for several hours. 
+Once used, must be recharged for several hours.
-Cloak, impact 
+Cloak, impact
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
-strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor. 
+strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-Cloak, reflective 
+Cloak, reflective
-level 6 (18) 
+level 6 (18)
Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
task.
-Battle armor 
+Battle armor
-level 6 (18) 
+level 6 (18)
Exorbitant
@@ -75405,9 +75405,9 @@
their Might Pool.
-Force field, omni 
+Force field, omni
-level 6 (18) 
+level 6 (18)
> Exorbitant
@@ -75415,9 +75415,9 @@
field so that its hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
they can see through the field normally).
-Kinetic ring 
+Kinetic ring
-level 6 (18) 
+level 6 (18)
> Exorbitant
>
@@ -75427,9 +75427,9 @@
against the attack.
-Gun armor 
+Gun armor
-level 6 (18) 
+level 6 (18)
Exorbitant x2
@@ -75440,13 +75440,13 @@
triggered, result in friendly fire).
-UTILITY GEAR 
+UTILITY GEAR
CONTEMPORARY
-Duct tape roll 
+Duct tape roll
-level 1 (3) 
+level 1 (3)
Inexpensive
@@ -75454,55 +75454,55 @@
and much more.
-Flashlight 
+Flashlight
level 1 (3)
- Inexpensive 
+ Inexpensive
-Provides light where pointed within short range for a few hours before requiring new batteries/a charge. 
+Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-Padlock with keys 
+Padlock with keys
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
-Padlocks arent too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves. 
+Padlocks arent too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-Backpack 
+Backpack
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag. 
+A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-Bolt cutters 
+Bolt cutters
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Enables and eases tasks to cut through metal bars. 
+Enables and eases tasks to cut through metal bars.
-Climbing gear 
+Climbing gear
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope. 
+Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-Crowbar 
+Crowbar
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
Enables and eases tasks to force open stuck or barred doors.
-Electric lantern 
+Electric lantern
level 3 (9)
@@ -75510,50 +75510,50 @@
Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-Lockpick set 
+Lockpick set
-level 3 (9) 
+level 3 (9)
Moderate
Asset to picking mechanical locks.
-Restraint 
+Restraint
-level 3 (9) 
+level 3 (9)
-Moderate/Expensive 
+Moderate/Expensive
Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-Sleeping bag 
+Sleeping bag
-level 3 (9) 
+level 3 (9)
-> Moderate/Expensive 
+> Moderate/Expensive
>
> Moderately priced bags are suitable for temperatures down to 4°C (24°F); expensive down to 29°C (20°F).
-Tent 
+Tent
-level 3 (9) 
+level 3 (9)
-Moderate/Expensive 
+Moderate/Expensive
Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-Tools, general 
+Tools, general
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-Tools, specialized 
+Tools, specialized
-level 3 (9) 
+level 3 (9)
Expensive
@@ -75563,9 +75563,9 @@
suited for.
-Disguise kit 
+Disguise kit
-level 3 (9) 
+level 3 (9)
Very Expensive
@@ -75575,93 +75575,93 @@
ADVANCED
-Everlight 
+Everlight
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
-arbitrary lengths of time. 
+arbitrary lengths of time.
-Tent, environment 
+Tent, environment
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
-taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip). 
+taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-Repair tape roll 
+Repair tape roll
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
-tape and taping things together. Each roll has about ten uses. 
+tape and taping things together. Each roll has about ten uses.
-Self-extending rope 
+Self-extending rope
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-Surelock 
+Surelock
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
-pick or otherwise open the lock are hindered by three steps. 
+pick or otherwise open the lock are hindered by three steps.
-Lock infiltrator 
+Lock infiltrator
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
-(including a surelock). 
+(including a surelock).
-Exo-hand 
+Exo-hand
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into users nervous system,
which gives the user an additional gripping appendage useful in a variety of situations where other people would have
their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
-steps. 
+steps.
-Fusion battery 
+Fusion battery
level 5 (15)
-Very Expensive 
+Very Expensive
This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
requirements.
-Fusion torch 
+Fusion torch
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Cuts through substances of up to level 9 after a few rounds of application. 
+Cuts through substances of up to level 9 after a few rounds of application.
-4D printer 
+4D printer
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
@@ -75671,37 +75671,37 @@
FANTASTIC
-Carryall pack 
+Carryall pack
-level 5 (15) 
+level 5 (15)
-Expensive 
+Expensive
As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
-the carryall packs 60 cm (2 foot) diameter mouth. 
+the carryall packs 60 cm (2 foot) diameter mouth.
-Gravity regulator 
+Gravity regulator
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G. 
+Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-Molecular joiner 
+Molecular joiner
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
-seamless bond stronger than even the most advanced glue. 
+seamless bond stronger than even the most advanced glue.
-Programmable suitcase 
+Programmable suitcase
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
@@ -75715,157 +75715,157 @@
CONTEMPORARY
-Trail rations (1 day) 
+Trail rations (1 day)
-level 1 (3) 
+level 1 (3)
-Inexpensive 
+Inexpensive
-First aid kit 
+First aid kit
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks. 
+Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-Military-grade field dressing 
+Military-grade field dressing
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
step of the damage track if damage was due to a wound.
ADVANCED
-Cold sober 
+Cold sober
-level 2 (6) 
+level 2 (6)
-Inexpensive 
+Inexpensive
Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
-alcohol processing, leaving a user sober and free of a hangover within ten minutes. 
+alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-Instabulb, coffee 
+Instabulb, coffee
-level 3 (9) 
+level 3 (9)
-Inexpensive 
+Inexpensive
Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
-beverages can be had in the same form factor, suitable for travel and drinking in zero G. 
+beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-Mega bar 
+Mega bar
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll. 
+As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-Serum, remedial 
+Serum, remedial
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
“Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
-benefit of relieving hangover symptoms. 
+benefit of relieving hangover symptoms.
-Serum, space-fit 
+Serum, space-fit
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-Serum, acceleration 
+Serum, acceleration
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
high G, but wont pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
-to all these outcomes. 
+to all these outcomes.
-Serum, antivenom 
+Serum, antivenom
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the users system and
-provides similar poison resistance for one day. 
+provides similar poison resistance for one day.
-Sleep set 
+Sleep set
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
-rested after each use. 
+rested after each use.
-Transplant, organ or limb 
+Transplant, organ or limb
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
-limbs initially hinders all physical tasks attempted using it for several weeks. 
+limbs initially hinders all physical tasks attempted using it for several weeks.
-Autodoc, mobile 
+Autodoc, mobile
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
-refilled as an expensive cost.) 
+refilled as an expensive cost.)
-Hibernation pod 
+Hibernation pod
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
-but increases by +1 every few hundred years that pass. 
+but increases by +1 every few hundred years that pass.
-Omnichair 
+Omnichair
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
-need. 
+need.
-Autodoc 
+Autodoc
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
@@ -75873,53 +75873,53 @@
FANTASTIC
-Nano tab, general 
+Nano tab, general
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
pills are usually designed for health interventions, though some also provide additional physical benefits. A
-general-use nano tab adds 1 to all recovery rolls made by user for one day. 
+general-use nano tab adds 1 to all recovery rolls made by user for one day.
-Nano tab, rejuvenator 
+Nano tab, rejuvenator
-level 5 (15) 
+level 5 (15)
Very Expensive
-As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track. 
+As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-Stasis pod 
+Stasis pod
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
-As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened. 
+As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-Nano tab, acceleration 
+Nano tab, acceleration
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
-As general nano tab, but permanently grants the benefits of an ampule of acceleration serum. 
+As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-Nano tab, space-fit 
+Nano tab, space-fit
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
-As general nano tab, but permanently grants the benefits of an ampule of space-fit serum. 
+As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-Nano tab, immolating 
+Nano tab, immolating
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
@@ -75927,53 +75927,53 @@
ROBOTS & AI
-CONTEMPORARY
-Electronic assistant 
+CONTEMPORARY
+Electronic assistant
-level 2 (6) 
+level 2 (6)
-—/Moderate 
+—/Moderate
Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
-door locks, furnaces, music speakers, and more. 
+door locks, furnaces, music speakers, and more.
-House robot 
+House robot
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
-embodied electronic assistants with some mobility, such as Jibo. 
+embodied electronic assistants with some mobility, such as Jibo.
-PackBot 
+PackBot
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
-and operate in all-weather conditions. 
+and operate in all-weather conditions.
-Surveillance drone 
+Surveillance drone
-level 3 (9) 
+level 3 (9)
-Exorbitant 
+Exorbitant
An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
-12 points of damage and drop unprotected targets two steps on the damage track. 
+12 points of damage and drop unprotected targets two steps on the damage track.
ADVANCED
Auton
- level 1 (3) 
+ level 1 (3)
-Moderate 
+Moderate
The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
@@ -75981,56 +75981,56 @@
also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
-allows the auton modifications in one task. 
+allows the auton modifications in one task.
-Auton, aide 
+Auton, aide
level 2 (6)
- Expensive 
+ Expensive
-Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide. 
+Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-Auton, medical 
+Auton, medical
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
-As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc. 
+As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-Auton, defense 
+Auton, defense
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
-attack, the target eases the task by two steps. A defense auton also has 3 Armor. 
+attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-Auton, military drone 
+Auton, military drone
-level 2 (6) 
+level 2 (6)
-Exorbitant 
+Exorbitant
-As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner. 
+As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-Auton, warrior 
+Auton, warrior
-level 2 (6) 
+level 2 (6)
Exorbitant
- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
+ As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
-melee weapon that inflicts 5 points of damage. 
+melee weapon that inflicts 5 points of damage.
-Shipmind 
+Shipmind
-level 3 (9) 
+level 3 (9)
-Exorbitant x2 
+Exorbitant x2
A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
@@ -76038,10 +76038,10 @@
installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
tasks at the level of the ship in which it is installed.
-FANTASTIC
-Synth 
+FANTASTIC
+Synth
-level 3 (9) 
+level 3 (9)
Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases its impossible to tell
the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
@@ -76050,39 +76050,39 @@
servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
-synths have 2 Armor and regain 1 point of lost health per round if damaged. 
+synths have 2 Armor and regain 1 point of lost health per round if damaged.
-Synth, companion 
+Synth, companion
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
-As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks. 
+As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
Synth, free
-level 5 (15) 
+level 5 (15)
-Expensive\* 
+Expensive\*
As companion synth, but with modifications for up to five tasks. \*A free synth usually cant be purchased, by
-definition, but can be hired on a contract basis, as an expensive cost for each week of service required. 
+definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-Wardroid 
+Wardroid
-level 6 (18) 
+level 6 (18)
-Exorbitant 
+Exorbitant
As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
-additional customizations and abilities. 
+additional customizations and abilities.
-Synth, infiltrator 
+Synth, infiltrator
-level 7 (21) 
+level 7 (21)
-Priceless 
+Priceless
As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
@@ -76095,33 +76095,33 @@
happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
interaction tasks and most Intellect tasks hindered unexpectedly.
-CONTEMPORARY
-Book 
+CONTEMPORARY
+Book
-level 2 (6) 
+level 2 (6)
-Inexpensive 
+Inexpensive
-Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks. 
+Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-Card/tabletop/digital game 
+Card/tabletop/digital game
level 2 (6)
-Inexpensive/Moderate 
+Inexpensive/Moderate
-Suitable for passing the time and building bonds between friends and strangers alike. 
+Suitable for passing the time and building bonds between friends and strangers alike.
-Alcohol/drugs 
+Alcohol/drugs
-level 2 (6) 
+level 2 (6)
-Inexpensive/Moderate/Expensive 
+Inexpensive/Moderate/Expensive
Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
-lead to addiction, a long-term disease difficult to recover from. 
+lead to addiction, a long-term disease difficult to recover from.
Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
@@ -76129,42 +76129,42 @@
ADVANCED
-Sidekick sphere 
+Sidekick sphere
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
-conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI). 
+conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-Tattoo, programmable 
+Tattoo, programmable
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
-any artistry at all is involved, may take a few days to complete. 
+any artistry at all is involved, may take a few days to complete.
FANTASTIC
-Tattoo, living 
+Tattoo, living
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-Pleasure bit 
+Pleasure bit
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handheld device emits magnetic induction field that activates the reward circuit in the users brain, creating sudden
ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
@@ -76178,41 +76178,41 @@
Weapons require ammunition (“ammo”), whether thats rounds of a particular caliber, energy packs, or something even more
exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-cost, or not worrying about it. 
+cost, or not worrying about it.
Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
-fight. 
+fight.
Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
-steps less in price category than the weapon in question. 
+steps less in price category than the weapon in question.
Or you can just not worry about keeping track of ammunition, especially in games where gunplay isnt common.
CONTEMPORARY
-Ammo (box of 50 rounds) 
+Ammo (box of 50 rounds)
level 1 (3)
-Inexpensive 
+Inexpensive
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
-Energy pack (50 shots) 
+ADVANCED/FANTASTIC
+Energy pack (50 shots)
level 1 (3)
-Inexpensive 
+Inexpensive
-Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons. 
+Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-Smart rounds (box of 4 rounds) 
+Smart rounds (box of 4 rounds)
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
@@ -76229,99 +76229,99 @@
CONTEMPORARY
-Knife, simple 
+Knife, simple
-level 1 (3) 
+level 1 (3)
-Inexpensive 
+Inexpensive
-Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 12. 
+Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 12.
-Knife, hunting 
+Knife, hunting
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Light weapon (2 damage, difficulty of attack is eased). 
+Light weapon (2 damage, difficulty of attack is eased).
-Machete 
+Machete
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage). 
+Medium weapon (4 damage).
-Nightstick 
+Nightstick
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage). 
+Medium weapon (4 damage).
-Broad sword, replica 
+Broad sword, replica
level 2 (6)
-Expensive 
+Expensive
-Heavy weapon (6 damage, requires both hands to wield). 
+Heavy weapon (6 damage, requires both hands to wield).
-Stun “gun” 
+Stun “gun”
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
ADVANCED
-Power fist 
+Power fist
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist). 
+Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-Stunstick 
+Stunstick
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
-fewer hit points, human-sized target or smaller loses their next turn). 
+fewer hit points, human-sized target or smaller loses their next turn).
-Mono-molecular blade 
+Mono-molecular blade
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Produces a 15 cm (6 inch) wirelike blade that cuts through any material of up to level 4; light weapon (2 damage,
-difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields). 
+difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-Stunring 
+Stunring
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
to use.
FANTASTIC
-Plasma saber 
+Plasma saber
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
@@ -76330,281 +76330,281 @@
RANGED WEAPONS
Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
-ranged weapon. 
+ranged weapon.
CONTEMPORARY
-Bow 
+Bow
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon (4 damage), long range. 
+Medium weapon (4 damage), long range.
-Hand grenade 
+Hand grenade
-level 3 (9) 
+level 3 (9)
-Moderate 
+Moderate
-Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius. 
+Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
connection.
-Rifle, low caliber 
+Rifle, low caliber
-level 2 (6) 
+level 2 (6)
-Moderate 
+Moderate
-Medium weapon but requires both hands (4 damage), long range. 
+Medium weapon but requires both hands (4 damage), long range.
-Handgun, light 
+Handgun, light
-level 2 (6) 
+level 2 (6)
-Expensive 
+Expensive
-Light weapon (2 damage, difficulty of attack is eased), short range. 
+Light weapon (2 damage, difficulty of attack is eased), short range.
-Handgun, medium 
+Handgun, medium
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
-Medium weapon (4 damage), long range. 
+Medium weapon (4 damage), long range.
Shotgun
- level 3 (9) 
+ level 3 (9)
Expensive
-Heavy weapon (6 damage, both hands), immediate range. 
+Heavy weapon (6 damage, both hands), immediate range.
-Handgun, heavy 
+Handgun, heavy
level 3 (9)
- Very Expensive 
+ Very Expensive
-Heavy weapon (6 damage, both hands), long range. 
+Heavy weapon (6 damage, both hands), long range.
-Rifle, assault 
+Rifle, assault
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
-Spray abilities. 
+Spray abilities.
-Rifle, heavy 
+Rifle, heavy
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
-Heavy weapon (6 damage, both hands), very long range. 
+Heavy weapon (6 damage, both hands), very long range.
-Submachine gun 
+Submachine gun
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
-abilities. 
+abilities.
-Taser 
+Taser
level 3 (9)
- Very Expensive 
+ Very Expensive
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-ADVANCED
-Grenade, sonic 
+ADVANCED
+Grenade, sonic
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
-Might defense roll, targets lose their next turn. 
+Might defense roll, targets lose their next turn.
-Grenade, thermite 
+Grenade, thermite
-level 4 (12) 
+level 4 (12)
-Moderate 
+Moderate
Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
Laser/photon pistol
-  level 3 (9) 
+ level 3 (9)
-Expensive 
+Expensive
-Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range. 
+Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-Needler/syringer 
+Needler/syringer
-level 3 (9) 
+level 3 (9)
-Expensive 
+Expensive
Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
-Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll. 
+Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-Vacuum handgun, heavy 
+Vacuum handgun, heavy
-level 3 (9) 
+level 3 (9)
-Very Expensive 
+Very Expensive
As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
self-propelling so firing this gun in zero or low gravity doesnt spin wielder backward.
Vacuum rifle, assault
-  level 3 (9) 
+ level 3 (9)
-Very Expensive 
+Very Expensive
As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
self-propelling so firing this assault rifle in zero or law gravity doesnt spin wielder backward.
-Foam restraint rifle 
+Foam restraint rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
lasts for ten minutes. A restrained victim cant move or take actions that require movement. A target whose level is
-higher than the rifles level can usually break free within one or two rounds. 
+higher than the rifles level can usually break free within one or two rounds.
-Laser/photon rifle 
+Laser/photon rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
-Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range. 
+Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-Grapple gun 
+Grapple gun
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
-object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them. 
+object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-Laser/photon pulse rifle 
+Laser/photon pulse rifle
-level 4 (12) 
+level 4 (12)
-Very Expensive x2 
+Very Expensive x2
Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
-with Spray or Arc Spray abilities. 
+with Spray or Arc Spray abilities.
-Rail gun 
+Rail gun
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
damage, both hands), range is 3,050 m (10,000 feet).
FANTASTIC
-Blaster, light 
+Blaster, light
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
-range. It ignores 1 point of Armor value (except from force fields). 
+range. It ignores 1 point of Armor value (except from force fields).
-Blaster, medium 
+Blaster, medium
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
Armor value (except from force fields).
Plasma grenade
-level 4 (12) 
+level 4 (12)
-Expensive 
+Expensive
Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
-descend one step on the damage track. It ignores 2 points of Armor value (except from force fields). 
+descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-Blaster, goggles 
+Blaster, goggles
-level 4 (12) 
+level 4 (12)
-Very Expensive 
+Very Expensive
Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
-long range. It ignores 1 point of Armor value (except from force fields). 
+long range. It ignores 1 point of Armor value (except from force fields).
-Blaster, heavy 
+Blaster, heavy
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
-1 point of Armor value (except from force fields). 
+1 point of Armor value (except from force fields).
-Blaster, heavy rifle 
+Blaster, heavy rifle
-level 5 (15) 
+level 5 (15)
-Very Expensive 
+Very Expensive
Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
-1 point of Armor value (except from force fields). 
+1 point of Armor value (except from force fields).
-Blaster, heavy pulse rifle 
+Blaster, heavy pulse rifle
-level 5 (15) 
+level 5 (15)
-Very Expensive x2 
+Very Expensive x2
Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
-force fields). 
+force fields).
-Blaster, cannon 
+Blaster, cannon
-level 5 (15) 
+level 5 (15)
-Exorbitant 
+Exorbitant
Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
Spray abilities. It ignores 2 points of Armor value (except from force fields).
-BLASTER WEAPONS
+BLASTER WEAPONS
Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
@@ -76629,7 +76629,7 @@
Very Expensive
-  Elegant cloak or coat
+ Elegant cloak or coat
> Royal ensemble
@@ -76639,13 +76639,13 @@
Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-WEAPONS AND PROTECTIVE GEAR 
+WEAPONS AND PROTECTIVE GEAR
-Inexpensive 
+Inexpensive
Ammunition (12 arrows, 12 crossbow bolts, and so on)
-Moderately Priced 
+Moderately Priced
Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
@@ -76675,7 +76675,7 @@
BASIC EQUIPMENT
-Inexpensive 
+Inexpensive
Candle
@@ -76701,7 +76701,7 @@
Vial
-Moderately Priced 
+Moderately Priced
Backpack
@@ -76741,7 +76741,7 @@
Box, medium
-Very Expensive 
+Very Expensive
> Charons obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
> for conveying the soul to its proper resting place.
@@ -76757,7 +76757,7 @@
TRAVEL
-Moderately Priced 
+Moderately Priced
Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
@@ -76773,11 +76773,11 @@
Lodging, solo room, decent
-Very Expensive 
+Very Expensive
Lodging, whole building or large room
-Exorbitant 
+Exorbitant
> Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
> on). In most cases, its also necessary to hire a guide, driver, or other person who can control and power the
@@ -76826,7 +76826,7 @@
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.
@@ -76876,14 +76876,14 @@
• 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:
• Trained in perception and Intellect defense rolls
-• Trained in Might and Speed defense rolls 
+• Trained in Might and Speed defense rolls
• Trained in two of the following: climbing, jumping, running, swimming
@@ -76896,13 +76896,13 @@
• Trained in perception and deception
-• Trained in intimidation and interaction 
+• Trained in intimidation and interaction
-• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point) 
+• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
• Add +2 to recovery rolls
-Wielding Supernatural Powers 
+Wielding Supernatural Powers
This type isnt 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
@@ -76989,7 +76989,7 @@
what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we dont worry
too much about what happens next. Its a one-shot scenario.
-TRAPPED IN FLAMES 
+TRAPPED IN FLAMES
The Premise: The characters work in a tall skyscraper. Suddenly, theres an explosion, and the fire alarms start
ringing!