community-cypher-system-ref.../patches/base/013-level-3-headers.patch
Brian S. Stephan dbd46654cf
make ALL CAPS lines level 3 headers
still need to eyeball the results but it looks like most lines that are
ALL CAPS are level 3 headers or lower, so this converts everything to
level 3. a human effort will identify the level 4s and beyond I think

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-04-04 17:27:58 -05:00

17156 lines
660 KiB
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--- _tmp/ccsrd.md 2025-04-04 17:20:04.529208740 -0500
+++ _tmp/ccsrd.new.md 2025-04-04 17:24:36.588931207 -0500
@@ -45,7 +45,7 @@
If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
-WHEN DO YOU ROLL?
+### WHEN DO YOU ROLL?
Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the
associated target number.
@@ -67,7 +67,7 @@
System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
discusses special rolls).
-TASK DIFFICULTY
+### TASK DIFFICULTY
| | | | |
|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
@@ -84,7 +84,7 @@
| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-COMBAT
+### COMBAT
Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a
d20 against the associated target number.
@@ -124,7 +124,7 @@
great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
hands is a heavy weapon.
-SPECIAL ROLLS
+### SPECIAL ROLLS
When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
@@ -147,10 +147,10 @@
Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
-GLOSSARY
+### GLOSSARY
Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
-NPCs.
+### NPCs.
Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
or opponents. This includes any kind of creature as well as people.
@@ -174,7 +174,7 @@
Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
-RANGE AND SPEED
+### RANGE AND SPEED
Distance is simplified into four categories: immediate, short, long, and very long.
@@ -214,7 +214,7 @@
from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than
contributes to, the story.)
-EXPERIENCE POINTS
+### EXPERIENCE POINTS
Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with
a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop
@@ -233,7 +233,7 @@
Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter),
but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.
-CYPHERS
+### CYPHERS
Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell
cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some
@@ -245,7 +245,7 @@
Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher
abilities. Because cyphers are always different, the characters will always have new special powers to try.
-OTHER DICE
+### OTHER DICE
In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often
called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens"
@@ -262,13 +262,13 @@
creation will be. The process involves understanding the values of three game statistics and choosing three aspects that
determine your character's capabilities.
-CHARACTER STATS
+### CHARACTER STATS
Every player character has three defining characteristics, which are typically called "statistics" or "stats." These
stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
character.
-MIGHT
+### MIGHT
Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
@@ -282,7 +282,7 @@
(Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you
can take.)
-SPEED
+### SPEED
Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity,
and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball
@@ -291,7 +291,7 @@
(Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.)
-INTELLECT
+### INTELLECT
This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom,
charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling
@@ -300,7 +300,7 @@
(Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.)
-POOL, EDGE, AND EFFORT
+### POOL, EDGE, AND EFFORT
Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge
represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really
@@ -309,7 +309,7 @@
(Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you
choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.)
-POOL
+### POOL
Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
@@ -323,7 +323,7 @@
recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
quickly.
-EDGE
+### EDGE
Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend
points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
@@ -343,7 +343,7 @@
better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
the Pool, which means they'll have more points available to spend on applying Effort.
-EFFORT
+### EFFORT
When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort
requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an
@@ -385,7 +385,7 @@
Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
-EFFORT AND DAMAGE
+### EFFORT AND DAMAGE
Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with
an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
@@ -395,7 +395,7 @@
ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
-MULTIPLE USES OF EFFORT AND EDGE
+### MULTIPLE USES OF EFFORT AND EDGE
If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
@@ -409,7 +409,7 @@
Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect
Edge to reduce the cost of one of those things, not both.
-STAT EXAMPLES
+### STAT EXAMPLES
A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus
has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that
@@ -431,7 +431,7 @@
target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because
their roll (8) would have been less than the task's original target number (9).
-CHARACTER TIERS
+### CHARACTER TIERS
Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters
can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your
@@ -475,7 +475,7 @@
Select a new type-based ability from your tier or a lower tier.
-CHARACTER DESCRIPTOR, TYPE, AND FOCUS
+### CHARACTER DESCRIPTOR, TYPE, AND FOCUS
To create your character, you build a simple statement that describes them. The statement takes this form: "I am a
\[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\]."
@@ -512,7 +512,7 @@
(You can use the Flavors chapter to slightly modify character types to customize them for different genres.)
-SPECIAL ABILITIES
+### SPECIAL ABILITIES
Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from
your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce
@@ -544,7 +544,7 @@
players. The GM will decide what's available in their particular game and whether anything is modified, and they'll let
the players know.)
-SKILLS
+### SKILLS
Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're
trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill
@@ -671,7 +671,7 @@
Finally, more fundamental options for further customization are provided at the end of this chapter.
-PLAYER INTRUSION
+### PLAYER INTRUSION
A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
@@ -701,7 +701,7 @@
Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
-WARRIOR
+### WARRIOR
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
@@ -761,7 +761,7 @@
| 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
| 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
-WARRIOR PLAYER INTRUSIONS
+### WARRIOR PLAYER INTRUSIONS
You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
agrees.
@@ -777,7 +777,7 @@
Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
steps down the object damage track.
-WARRIOR STAT POOLS
+### WARRIOR STAT POOLS
| | |
|-----------|-------------------------|
@@ -788,7 +788,7 @@
You get 6 additional points to divide among your stat Pools however you wish.
-FIRST-TIER WARRIOR
+### FIRST-TIER WARRIOR
First-tier warriors have the following abilities:
@@ -831,7 +831,7 @@
Trained Without Armor
-SECOND-TIER WARRIOR
+### SECOND-TIER WARRIOR
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -848,7 +848,7 @@
Successive Attack
-THIRD-TIER WARRIOR
+### THIRD-TIER WARRIOR
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -877,7 +877,7 @@
Vigilance
-FOURTH-TIER WARRIOR
+### FOURTH-TIER WARRIOR
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -900,7 +900,7 @@
Tough As Nails
-FIFTH-TIER WARRIOR
+### FIFTH-TIER WARRIOR
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -925,7 +925,7 @@
ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which
can usually be taken multiple times.)
-SIXTH-TIER WARRIOR
+### SIXTH-TIER WARRIOR
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -944,7 +944,7 @@
Boxed text:
-WARRIOR EXAMPLE
+### WARRIOR EXAMPLE
Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow
who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools
@@ -982,7 +982,7 @@
For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was
once a friend but went rogue.
-ADEPT
+### ADEPT
Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched
@@ -1018,7 +1018,7 @@
and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
Adepts. That's okay too.)
-ADEPT PLAYER INTRUSIONS
+### ADEPT PLAYER INTRUSIONS
When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is
appropriate and the GM agrees.
@@ -1033,7 +1033,7 @@
function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
-ADEPT STAT POOLS
+### ADEPT STAT POOLS
| | |
|-----------|---------------------|
@@ -1074,7 +1074,7 @@
| 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
| 20 | You belong to a secretive social club that gathers monthly to drink and talk. |
-FIRST-TIER ADEPT
+### FIRST-TIER ADEPT
First-tier Adepts have the following abilities:
@@ -1117,7 +1117,7 @@
Ward
-SECOND-TIER ADEPT
+### SECOND-TIER ADEPT
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1136,7 +1136,7 @@
Stasis
-THIRD-TIER ADEPT
+### THIRD-TIER ADEPT
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1155,7 +1155,7 @@
Targeting Eye
-FOURTH-TIER ADEPT
+### FOURTH-TIER ADEPT
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1180,7 +1180,7 @@
Wormhole
-FIFTH-TIER ADEPT
+### FIFTH-TIER ADEPT
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1203,7 +1203,7 @@
True Senses
-SIXTH-TIER ADEPT
+### SIXTH-TIER ADEPT
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1218,7 +1218,7 @@
Usurp Cypher
-ADEPT EXAMPLE
+### ADEPT EXAMPLE
Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2
of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of
@@ -1255,7 +1255,7 @@
tier 1 abilities. This doesn't make the character any less powerful or special, but it says something about her role in
the world and expectations in the game.)
-EXPLORER
+### EXPLORER
Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker
@@ -1283,7 +1283,7 @@
Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow
them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
-EXPLORER PLAYER INTRUSIONS
+### EXPLORER PLAYER INTRUSIONS
When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is
appropriate and the GM agrees.
@@ -1296,7 +1296,7 @@
Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only
half the damage that it would have otherwise.
-EXPLORER STAT POOLS
+### EXPLORER STAT POOLS
| | |
|-----------|-------------------------|
@@ -1337,7 +1337,7 @@
| 19 | Your sister owns a store and gives you a hefty discount. |
| 20 | Your father is a high-ranking officer in the military with many connections. |
-FIRST-TIER EXPLORER
+### FIRST-TIER EXPLORER
First-tier Explorers have the following abilities:
@@ -1387,7 +1387,7 @@
Trained Without Armor
-SECOND-TIER EXPLORER
+### SECOND-TIER EXPLORER
Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1420,7 +1420,7 @@
Wreck
-THIRD-TIER EXPLORER
+### THIRD-TIER EXPLORER
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1451,7 +1451,7 @@
Wrest From Chance
-FOURTH-TIER EXPLORER
+### FOURTH-TIER EXPLORER
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1470,7 +1470,7 @@
Tough As Nails
-FIFTH-TIER EXPLORER
+### FIFTH-TIER EXPLORER
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1495,7 +1495,7 @@
Vigilant
-SIXTH-TIER EXPLORER
+### SIXTH-TIER EXPLORER
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1516,7 +1516,7 @@
Wild Vitality
-EXPLORER EXAMPLE
+### EXPLORER EXAMPLE
Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who
explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their
@@ -1550,7 +1550,7 @@
figures they might be able to set up a service to reliably transport these items to responsible third parties, rather
than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.
-SPEAKER
+### SPEAKER
Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate
@@ -1576,7 +1576,7 @@
Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture
their friends. They can talk their way out of danger and even use their words as weapons.
-SPEAKER PLAYER INTRUSIONS
+### SPEAKER PLAYER INTRUSIONS
When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
appropriate and the GM agrees.
@@ -1592,7 +1592,7 @@
things seem strained, or provides you with a new insight for understanding the context of the situation if there's
something you're failing to understand or grasp.
-SPEAKER STAT POOLS
+### SPEAKER STAT POOLS
| | |
|-----------|---------------------|
@@ -1633,7 +1633,7 @@
| 19 | You are in a close romantic relationship with someone in local politics. |
| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
-FIRST-TIER SPEAKER
+### FIRST-TIER SPEAKER
First-tier speakers have the following abilities:
@@ -1682,7 +1682,7 @@
Understanding
-SECOND-TIER SPEAKER
+### SECOND-TIER SPEAKER
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1709,7 +1709,7 @@
Unexpected Betrayal
-THIRD-TIER SPEAKER
+### THIRD-TIER SPEAKER
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1738,7 +1738,7 @@
Telling
-FOURTH-TIER SPEAKER
+### FOURTH-TIER SPEAKER
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1761,7 +1761,7 @@
Suggestion
-FIFTH-TIER SPEAKER
+### FIFTH-TIER SPEAKER
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1784,7 +1784,7 @@
Stimulate
-SIXTH-TIER SPEAKER
+### SIXTH-TIER SPEAKER
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
one of your lower-tier abilities with a different one from a lower tier.
@@ -1805,7 +1805,7 @@
Word of Command
-SPEAKER EXAMPLE
+### SPEAKER EXAMPLE
Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
@@ -1837,7 +1837,7 @@
For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
in her family for generations, and her character is drawn to its strange languages and rituals.
-FANTASY CHARACTER OPTIONS
+### FANTASY CHARACTER OPTIONS
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
@@ -1984,7 +1984,7 @@
Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-PREPARED VS. SPONTANEOUS SPELLCASTING
+### PREPARED VS. SPONTANEOUS SPELLCASTING
Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
@@ -1992,12 +1992,12 @@
selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-FURTHER CUSTOMIZATION
+### FURTHER CUSTOMIZATION
The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
-MODIFYING TYPE ASPECTS
+### MODIFYING TYPE ASPECTS
The following aspects of the four character types can be modified at character creation. Other abilities should not be
changed.
@@ -2015,7 +2015,7 @@
weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
choice.
-DRAWBACKS AND PENALTIES
+### DRAWBACKS AND PENALTIES
In addition to other customization options, a player can choose to take drawbacks or penalties to gain further
advantages.
@@ -2060,14 +2060,14 @@
The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for
type and focus abilities in a single vast catalog.
-STEALTH FLAVOR
+### STEALTH FLAVOR
Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving
others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a
thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
might be a crimefighter who stalks the streets at night.
-FIRST-TIER STEALTH ABILITIES
+### FIRST-TIER STEALTH ABILITIES
Danger Sense
@@ -2079,7 +2079,7 @@
Stealth Skills
-SECOND-TIER STEALTH ABILITIES
+### SECOND-TIER STEALTH ABILITIES
Contortionist
@@ -2091,7 +2091,7 @@
Surprise Attack
-THIRD-TIER STEALTH ABILITIES
+### THIRD-TIER STEALTH ABILITIES
Evanesce
@@ -2107,7 +2107,7 @@
Seize the Moment
-FOURTH-TIER STEALTH ABILITIES
+### FOURTH-TIER STEALTH ABILITIES
Ambusher
@@ -2119,7 +2119,7 @@
Tumbling Moves
-FIFTH-TIER STEALTH ABILITIES
+### FIFTH-TIER STEALTH ABILITIES
Assassin Strike
@@ -2129,7 +2129,7 @@
Uncanny Luck
-SIXTH-TIER STEALTH ABILITIES
+### SIXTH-TIER STEALTH ABILITIES
Exploit Advantage
@@ -2139,7 +2139,7 @@
Twist of Fate
-TECHNOLOGY FLAVOR
+### TECHNOLOGY FLAVOR
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
@@ -2148,7 +2148,7 @@
Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
character could use some of the abilities that don't involve starships or ultratech.
-FIRST-TIER TECHNOLOGY ABILITIES
+### FIRST-TIER TECHNOLOGY ABILITIES
Datajack
@@ -2162,7 +2162,7 @@
Tinker
-SECOND-TIER TECHNOLOGY ABILITIES
+### SECOND-TIER TECHNOLOGY ABILITIES
Distant Interface
@@ -2178,7 +2178,7 @@
Tool Mastery
-THIRD-TIER TECHNOLOGY ABILITIES
+### THIRD-TIER TECHNOLOGY ABILITIES
Mechanical Telepathy
@@ -2190,7 +2190,7 @@
Spray
-FOURTH-TIER TECHNOLOGY ABILITIES
+### FOURTH-TIER TECHNOLOGY ABILITIES
Machine Bond
@@ -2202,7 +2202,7 @@
Serv-0 Spy
-FIFTH-TIER TECHNOLOGY ABILITIES
+### FIFTH-TIER TECHNOLOGY ABILITIES
Control Machine
@@ -2210,13 +2210,13 @@
Machine Companion
-SIXTH-TIER TECHNOLOGY ABILITIES
+### SIXTH-TIER TECHNOLOGY ABILITIES
Information Gathering
Master Machine
-MAGIC FLAVOR
+### MAGIC FLAVOR
You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a
few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird
@@ -2226,7 +2226,7 @@
Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
with those given here tailors the character in desirable ways.
-FIRST-TIER MAGIC ABILITIES
+### FIRST-TIER MAGIC ABILITIES
Blessing of the Gods
@@ -2242,7 +2242,7 @@
Premonition
-SECOND-TIER MAGIC ABILITIES
+### SECOND-TIER MAGIC ABILITIES
Concussive Blast
@@ -2254,7 +2254,7 @@
Repair Flesh
-THIRD-TIER MAGIC ABILITIES
+### THIRD-TIER MAGIC ABILITIES
Distance Viewing
@@ -2266,7 +2266,7 @@
Summon Giant Spider
-FOURTH-TIER MAGIC ABILITIES
+### FOURTH-TIER MAGIC ABILITIES
Elemental Protection
@@ -2274,7 +2274,7 @@
Pry Open
-FIFTH-TIER MAGIC ABILITIES
+### FIFTH-TIER MAGIC ABILITIES
Create
@@ -2286,7 +2286,7 @@
True Senses
-SIXTH-TIER MAGIC ABILITIES
+### SIXTH-TIER MAGIC ABILITIES
Relocate
@@ -2296,13 +2296,13 @@
Word of Death
-COMBAT FLAVOR
+### COMBAT FLAVOR
Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard.
An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science
fiction setting could be a veteran of a thousand psychic wars.
-FIRST-TIER COMBAT ABILITIES
+### FIRST-TIER COMBAT ABILITIES
Danger Sense
@@ -2310,7 +2310,7 @@
Practiced With Medium Weapons
-SECOND-TIER COMBAT ABILITIES
+### SECOND-TIER COMBAT ABILITIES
Bloodlust
@@ -2318,7 +2318,7 @@
Trained Without Armor
-THIRD-TIER COMBAT ABILITIES
+### THIRD-TIER COMBAT ABILITIES
Practiced With All Weapons
@@ -2328,7 +2328,7 @@
Successive Attack
-FOURTH-TIER COMBAT ABILITIES
+### FOURTH-TIER COMBAT ABILITIES
Capable Warrior
@@ -2340,7 +2340,7 @@
Spray
-FIFTH-TIER COMBAT ABILITIES
+### FIFTH-TIER COMBAT ABILITIES
Experienced Defender
@@ -2348,7 +2348,7 @@
Parry
-SIXTH-TIER COMBAT ABILITIES
+### SIXTH-TIER COMBAT ABILITIES
Greater Skill With Attacks
@@ -2356,7 +2356,7 @@
Mastery With Defense
-SKILLS AND KNOWLEDGE FLAVOR
+### SKILLS AND KNOWLEDGE FLAVOR
This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less
flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
@@ -2365,7 +2365,7 @@
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
knowledge could be a field scientist. A Speaker with this flavor might be a teacher.
-FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
+### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
Interaction Skills
@@ -2377,7 +2377,7 @@
Travel Skills
-SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
+### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
Extra Skill
@@ -2385,13 +2385,13 @@
Understanding
-THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
+### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
Flex Skill
Improvise
-FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
+### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
Multiple Skills
@@ -2399,13 +2399,13 @@
Task Specialization
-FIFTH-TIER SKILLS ANd KNOWLEDGE ABILITIES
+### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
Practiced With Medium Weapons
Read the Signs
-SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
+### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
Skill With Attacks
@@ -2435,7 +2435,7 @@
your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence
of your descriptor will remain at least somewhat important throughout your character's life.)
-DESCRIPTORS
+### DESCRIPTORS
Appealing
@@ -2537,7 +2537,7 @@
Weird
-APPEALING
+### APPEALING
You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special
something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease,
@@ -2564,7 +2564,7 @@
4\. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to
join them on new adventures.
-BENEFICENT
+### BENEFICENT
Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you
delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best
@@ -2597,7 +2597,7 @@
4\. The choice was between your tattered life and helping others. You haven't looked back since.
-BRASH
+### BRASH
You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you
don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and
@@ -2624,7 +2624,7 @@
4\. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to
your current point.
-CALM
+### CALM
You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're
well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble,
@@ -2659,7 +2659,7 @@
4\. One of the other PCs dragged you into it.
-CHAOTIC
+### CHAOTIC
Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing
surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are
@@ -2688,7 +2688,7 @@
4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-CHARMING
+### CHARMING
You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can
convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others
@@ -2727,7 +2727,7 @@
4\. There is a reward involved, and you need the money.
-CLEVER
+### CLEVER
You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled.
Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and
@@ -2762,7 +2762,7 @@
4\. You suspect that the other PCs won't succeed without you.
-CLUMSY
+### CLUMSY
Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your
own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even
@@ -2803,7 +2803,7 @@
4\. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.
-CRAVEN
+### CRAVEN
Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at
your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down
@@ -2849,7 +2849,7 @@
4\. The group answered your cries for help when you were in trouble.
-CREATIVE
+### CREATIVE
Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas
that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at
@@ -2887,7 +2887,7 @@
4\. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be
profitable.
-CRUEL
+### CRUEL
Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even
enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive
@@ -2931,7 +2931,7 @@
4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed.
-DISHONORABLE
+### DISHONORABLE
There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either
you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do
@@ -2964,7 +2964,7 @@
4\. You bullied your way in with intimidation and bluster.
-DOOMED
+### DOOMED
You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours
alone, or you might be dragging along the people closest to you.
@@ -2995,7 +2995,7 @@
4\. You suspect that the only hope you have of avoiding your fate might lie on this path.
-EMPATHIC
+### EMPATHIC
Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that
convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's
@@ -3031,7 +3031,7 @@
4\. You joined the PCs to escape an unpleasant relationship or negative environment.
-EXILED
+### EXILED
You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous
crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been
@@ -3070,7 +3070,7 @@
4\. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.
-FAST
+### FAST
You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick
on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly.
@@ -3098,7 +3098,7 @@
4\. This mission ties in with a personal goal of your own.
-FOOLISH
+### FOOLISH
Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might
have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
@@ -3136,7 +3136,7 @@
4\. The other PCs needed some muscle who wouldn't overthink things.
-GRACEFUL
+### GRACEFUL
You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and
dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear
@@ -3163,7 +3163,7 @@
4\. There is reward involved, and you need the money.
-GUARDED
+### GUARDED
You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself,
physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You
@@ -3197,7 +3197,7 @@
4\. The PCs are the only people who will put up with you.
-HARDY
+### HARDY
Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite
watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might
@@ -3216,7 +3216,7 @@
Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are
debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until
you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are
-0.
+### 0.
Skill: You are trained in Might defense actions.
@@ -3235,7 +3235,7 @@
4\. You believe the only way the PCs will succeed is if you are along to protect them.
-HIDEOUS
+### HIDEOUS
You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or
just poor genetic luck, but you are incontrovertibly ugly.
@@ -3267,7 +3267,7 @@
4\. You bullied your way in with intimidation and bluster.
-HONORABLE
+### HONORABLE
You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying
and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a
@@ -3297,7 +3297,7 @@
4\. You asked politely if you could join the other PCs in their mission.
-IMPULSIVE
+### IMPULSIVE
You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done?
You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from
@@ -3336,7 +3336,7 @@
4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
-INQUISITIVE
+### INQUISITIVE
The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the
tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and
@@ -3377,7 +3377,7 @@
4\. One of the PCs fascinates you, perhaps due to a special or weird ability they have.
-INTELLIGENT
+### INTELLIGENT
You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude
doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life,
@@ -3405,7 +3405,7 @@
4\. A colleague requested that you take part in the mission as a favor.
-INTUITIVE
+### INTUITIVE
You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold.
Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at
@@ -3432,7 +3432,7 @@
4\. You're confident the reason you arrived at this point will soon become clear.
-JOVIAL
+### JOVIAL
You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own
expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people
@@ -3461,7 +3461,7 @@
4\. It was either go with the PCs or face up to a circumstance that was anything but jovial.
-KIND
+### KIND
It's always been easy for you to see things from the point of view of other people. That ability has made you
sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's
@@ -3497,7 +3497,7 @@
4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the
drudgery.
-LEARNED
+### LEARNED
You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such
as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few
@@ -3524,7 +3524,7 @@
4\. A colleague requested that you take part in the mission as a favor.
-LUCKY
+### LUCKY
You rely on chance and timely good luck to get you through many situations. When people say that someone was born under
a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as
@@ -3554,7 +3554,7 @@
4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a
manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore.
-MAD
+### MAD
You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope
of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally
@@ -3591,7 +3591,7 @@
4\. You feel compelled by inexplicable intuition.
-MECHANICAL
+### MECHANICAL
You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them.
Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech,"
@@ -3619,7 +3619,7 @@
4\. Another PC asked you to join them.
-MYSTERIOUS
+### MYSTERIOUS
The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives
are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor
@@ -3651,7 +3651,7 @@
4\. Something—a feeling, a dream—told you where to be and when to join the group.
-MYSTICAL
+### MYSTICAL
You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the
supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether
@@ -3684,7 +3684,7 @@
4\. Various signs and portents led you here.
-NAIVE
+### NAIVE
You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the
world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just
@@ -3713,7 +3713,7 @@
4\. Sounded like fun.
-PERCEPTIVE
+### PERCEPTIVE
You miss little. You pick out the small details in the world around you and are skilled at making deductions from the
information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.
@@ -3750,7 +3750,7 @@
4\. A third party recruited you to follow the PCs and see what they were up to.
-RESILIENT
+### RESILIENT
You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you
down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable.
@@ -3784,7 +3784,7 @@
4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission.
-RISK-TAKING
+### RISK-TAKING
It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you
wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the
@@ -3817,7 +3817,7 @@
4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point.
-RUGGED
+### RUGGED
You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled
hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or
@@ -3848,7 +3848,7 @@
4\. There is reward involved, and you need the money.
-SHARP-EYED
+### SHARP-EYED
You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be
difficult to surprise.
@@ -3873,7 +3873,7 @@
4\. You've been noticing some strange things going on, and this all appears related.
-SKEPTICAL
+### SKEPTICAL
You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a
"doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often
@@ -3902,7 +3902,7 @@
4\. You need money to fund your research.
-STEALTHY
+### STEALTHY
You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight
of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of
@@ -3931,7 +3931,7 @@
4\. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.
-STRONG
+### STRONG
You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of
prowess. You likely have a brawny build and impressive muscles.
@@ -3957,7 +3957,7 @@
4\. There is reward involved, and you need the money.
-STRONG-WILLED
+### STRONG-WILLED
You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want
it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve.
@@ -3985,7 +3985,7 @@
4\. There is reward involved, and you need the money.
-SWIFT
+### SWIFT
You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing
distances quickly but not always smoothly. You are likely slim and muscular.
@@ -4011,7 +4011,7 @@
4\. There is reward involved, and you need the money.
-TONGUE-TIED
+### TONGUE-TIED
You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words
fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone
@@ -4041,7 +4041,7 @@
4\. One of the other PCs recruited you for your talents.
-TOUGH
+### TOUGH
You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters
frequently have visible scars.
@@ -4068,7 +4068,7 @@
4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
heard about the group's task.
-VICIOUS
+### VICIOUS
You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make
them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they
@@ -4100,7 +4100,7 @@
4\. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of
the mission.
-VIRTUOUS
+### VIRTUOUS
Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever
you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes
@@ -4128,7 +4128,7 @@
4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than
you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
-WEIRD
+### WEIRD
You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by
you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in.
@@ -4170,7 +4170,7 @@
4\. You felt drawn to join the other PCs, but you don't know why.
-CUSTOMIZING DESCRIPTORS
+### CUSTOMIZING DESCRIPTORS
Under the normal rules, each descriptor is based on some modification of the following guidelines:
@@ -4190,7 +4190,7 @@
isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new
descriptor that fits exactly how the player wants to portray the character.
-SPECIES AS DESCRIPTOR
+### SPECIES AS DESCRIPTOR
Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the
default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're
@@ -4220,7 +4220,7 @@
In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own
custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.
-CHOOSING FOCI
+### CHOOSING FOCI
Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad
generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an
@@ -4257,7 +4257,7 @@
Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory).
-FOCUS CONNECTIONS
+### FOCUS CONNECTIONS
Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your
players, choose up to four of the following connections.
@@ -4400,7 +4400,7 @@
Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus
ability's ranges is doubled.
-STORY BEHIND THE FOCUS
+### STORY BEHIND THE FOCUS
The foci in this book have been purposely stripped down to basics so they have the widest possible application across
multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option
@@ -4446,7 +4446,7 @@
possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained,
it's also enough that they just work.
-FOCI
+### FOCI
The full description for each focus ability listed in this section is found in the Abilities chapter, which has
descriptions for type, flavor, and focus abilities in a single vast catalog.
@@ -4769,7 +4769,7 @@
GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
sky.
-COPIES SUPERPOWERS
+### COPIES SUPERPOWERS
You can copy others' skills, abilities, and superpowers.
@@ -5226,7 +5226,7 @@
GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
breaks through the floor.
-HAS A THOUSAND FACES
+### HAS A THOUSAND FACES
You can change your appearance to look like anyone else.
@@ -5315,7 +5315,7 @@
GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
-IGNORES PHYSICAL DISTANCE
+### IGNORES PHYSICAL DISTANCE
You can teleport from one place to another by briefly passing through a parallel dimension.
@@ -6011,7 +6011,7 @@
GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
scavenged belongs to them. A recycled cypher explodes.
-SCULPTS HARD LIGHT
+### SCULPTS HARD LIGHT
You create physical objects out of hard light that you can use for offense and defense.
@@ -6130,7 +6130,7 @@
GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
-SHRINKS TO MINUTE SIZE
+### SHRINKS TO MINUTE SIZE
You can shrink down to the size of a bug and, with enough experience, even smaller.
@@ -6206,7 +6206,7 @@
GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
mother vows revenge.
-SOARS ON AMAZING WINGS
+### SOARS ON AMAZING WINGS
Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
@@ -6296,7 +6296,7 @@
GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
-STRETCHES
+### STRETCHES
Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
@@ -6319,7 +6319,7 @@
GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
weak.
-TAKES ANIMAL SHAPE
+### TAKES ANIMAL SHAPE
You can transform yourself into an animal.
@@ -6408,7 +6408,7 @@
GM Intrusions: Loud noises attract attention.
-TOUCHES THE SKY
+### TOUCHES THE SKY
You can summon storms or break them apart.
@@ -6511,7 +6511,7 @@
GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
NPCs are scared by the power armor.
-WIELDS AN ENCHANTED WEAPON
+### WIELDS AN ENCHANTED WEAPON
You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
combat with it.
@@ -6535,7 +6535,7 @@
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 weapon's energy discharges in an unexpected way.
-WIELDS INVISIBLE FORCE
+### WIELDS INVISIBLE FORCE
You bend light and manipulate beams of force for offense and defense.
@@ -6698,7 +6698,7 @@
GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
The transformation takes longer than expected.
-USES WILD MAGIC
+### USES WILD MAGIC
spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
@@ -6720,7 +6720,7 @@
Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith
that of a random cypher.
-WALKS THE WILD WOODS
+### WALKS THE WILD WOODS
An adherent of nature magic who draws on the power and strength of trees.
@@ -6741,7 +6741,7 @@
GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil
hearts and hate all walkingthings.
-WEILDS AN ENCHANTED WEAPON
+### WEILDS AN ENCHANTED WEAPON
One who channels magic through or from a weapon to create a unique fighting style.
@@ -6764,7 +6764,7 @@
GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish
the attunement. The weapon'senergy discharges in an unexpected way
-CREATING NEW FOCI
+### CREATING NEW FOCI
This section provides everything you need to create your own foci.
@@ -6782,7 +6782,7 @@
<img src="media/image1.png" style="width:1.69167in;height:2.16667in"
alt="A white rectangular object with a blue border Description automatically generated" />
-FOCUS CATEGORIES
+### FOCUS CATEGORIES
Ally use
@@ -6806,7 +6806,7 @@
Tank combat
-CHOOSING ABILITIES BY RELATIVE POWER
+### CHOOSING ABILITIES BY RELATIVE POWER
The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
@@ -6823,7 +6823,7 @@
available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
factor.
-BALANCING ABILITIES
+### BALANCING ABILITIES
The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
@@ -6840,7 +6840,7 @@
the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
but don't underpower it, either.
-ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
+### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
@@ -6852,14 +6852,14 @@
the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
new focus something like Channels the Ninth Circle.
-ABILITY SWAP
+### ABILITY SWAP
If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
abilities normally granted by the character's type.
-CONCEPT AND CATEGORY
+### CONCEPT AND CATEGORY
Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
@@ -6897,7 +6897,7 @@
refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a
PC can make at a lower tier.
-CREATING BRAND-NEW ABILITIES
+### CREATING BRAND-NEW ABILITIES
You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
@@ -6912,16 +6912,16 @@
As a good rule of thumb, a typical ability should cost points equal to its tier.
-CHOOSE GM INTRUSIONS
+### CHOOSE GM INTRUSIONS
Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus
being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game.
But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to
yield some particularly devilish options.
-FOCUS CATEGORIES
+### FOCUS CATEGORIES
-ALLY USE
+### ALLY USE
Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
variety of ways, but at base they usually provide an asset to the character's actions.
@@ -7008,7 +7008,7 @@
For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
impossible-to-glean information.
-BASIC
+### BASIC
Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
@@ -7082,7 +7082,7 @@
the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be
reasonable. Granting additional training, assets, or Edge would also be fine.
-ENERGY MANIPULATION
+### ENERGY MANIPULATION
Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
@@ -7156,7 +7156,7 @@
abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if
using electricity), creating solid objects out of the energy, and so on.
-ENVIRONMENT MANIPULATION
+### ENVIRONMENT MANIPULATION
Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
@@ -7246,7 +7246,7 @@
the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-EXPLORATION
+### EXPLORATION
Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
@@ -7323,7 +7323,7 @@
The other option should be something that benefits the character, either an offensive or defensive ability, or yet
another ability that further broadens their capacity to explore in the focus's chosen realm.
-INFLUENCE
+### INFLUENCE
Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
or to rise to some other prestigious and significant position—fall within the influence category.
@@ -7406,7 +7406,7 @@
If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-IRREGULAR
+### IRREGULAR
Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
@@ -7477,7 +7477,7 @@
tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
information-gathering, or healing ability, depending on the focus's overarching theme.
-MOVEMENT EXPERTISE
+### MOVEMENT EXPERTISE
Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
@@ -7559,7 +7559,7 @@
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
related to the movement.
-STRIKER COMBAT
+### STRIKER COMBAT
Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
@@ -7664,7 +7664,7 @@
with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack,
or get away in order to fight another day.
-SUPPORT
+### SUPPORT
Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
@@ -7738,7 +7738,7 @@
The other option could provide an alternative ultimate method of helping another; many foci in this category do.
However, an option that provides high-tier offense or defense is also completely reasonable.
-TANK COMBAT
+### TANK COMBAT
Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
@@ -7833,9 +7833,9 @@
option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up
damage boost on attacks or better control of an unstable physical transformation.
-SUPERHERO FOCI
+### SUPERHERO FOCI
-CUSTOMIZING FOCI
+### CUSTOMIZING FOCI
Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines
for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.
@@ -7845,13 +7845,13 @@
high-tech
devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
-TIER 1
+### TIER 1
Combat Prowess
Enhanced Potential
-TIER 2
+### TIER 2
Lower-tier ability: choose any tier 1 replacement ability, above.
@@ -7861,7 +7861,7 @@
Skill With Attacks
-TIER 3
+### TIER 3
Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
@@ -7869,7 +7869,7 @@
Fusion Armor
-TIER 4
+### TIER 4
Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
@@ -7877,7 +7877,7 @@
Built-in Weaponry
-TIER 5
+### TIER 5
Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
@@ -7885,7 +7885,7 @@
Defensive Field
-TIER 6
+### TIER 6
Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
@@ -7908,7 +7908,7 @@
(Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.)
-ABILITY CATEGORIES AND RELATIVE POWER
+### ABILITY CATEGORIES AND RELATIVE POWER
Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks,
assist allies, provide defense, give you a special attack form, and so on. Under each of the following category
@@ -7934,7 +7934,7 @@
the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
category would be appropriate choices.
-ATTACK SKILL
+### ATTACK SKILL
Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of
physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm
@@ -7992,7 +7992,7 @@
Specialized Basher
-COMPANION
+### COMPANION
Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your
follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms,
@@ -8117,7 +8117,7 @@
True Necromancy
-CONTROL
+### CONTROL
Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such
as using psychic mind control, fear gas, and so on.
@@ -8196,7 +8196,7 @@
Word of Command
-CRAFT
+### CRAFT
Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers,
artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or
@@ -8254,7 +8254,7 @@
Reshape
-CURE
+### CURE
Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful
effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
@@ -8399,7 +8399,7 @@
Vigilant
-ENVIRONMENT
+### ENVIRONMENT
Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control,
illusions, and so on.
@@ -8494,7 +8494,7 @@
The Wild Is on Your Side
-INFORMATION
+### INFORMATION
Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the
GM giving the answer, or by learning a language.
@@ -8588,7 +8588,7 @@
Telepathic Network
-META
+### META
Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
@@ -8994,7 +8994,7 @@
Winter Gauntlets
-MOVEMENT
+### MOVEMENT
Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement
(such as flight, wallcrawling, phasing, or teleporting).
@@ -9098,7 +9098,7 @@
Windwracked Traveler
-PROTECTION
+### PROTECTION
Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or
increases Armor, or otherwise helps prevent damage.
@@ -9356,7 +9356,7 @@
Wear It Well
-SENSES
+### SENSES
Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
@@ -9435,7 +9435,7 @@
True Senses
-SOCIAL
+### SOCIAL
Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your
social status.
@@ -9480,7 +9480,7 @@
Group Friendship
-SPECIAL ATTACK
+### SPECIAL ATTACK
Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might
do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
@@ -9838,7 +9838,7 @@
Word of Death
-SUPPORT
+### SUPPORT
Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
@@ -9948,7 +9948,7 @@
Work the Friendship
-TASK
+### TASK
Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative,
and so on).
@@ -10321,7 +10321,7 @@
Using the Environment
-TRANSFORM
+### TRANSFORM
A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also
includes apparent transformations like disguises and invisibility.
@@ -10551,7 +10551,7 @@
choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-ANIMAL FORM MINOR ABILITIES TABLE
+### ANIMAL FORM MINOR ABILITIES TABLE
Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
shape lists two skills, the character chooses which one they want each time they take that shape.
@@ -15764,7 +15764,7 @@
you have. Still, sometimes it's important to know if you've got enough rope, or what kind of gun your space pilot has at
their hip.
-ANIMAL FORM MINOR ABILITIES TABLE
+### ANIMAL FORM MINOR ABILITIES TABLE
| Animal | Skill Training | Other Abilities |
|-------------------|------------------------|------------------|
@@ -15812,7 +15812,7 @@
Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-CURRENCY AND PRICES
+### CURRENCY AND PRICES
Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of
different currencies might be used in your game, depending on the setting and the genre. You should use whatever you
@@ -15834,7 +15834,7 @@
ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar,
but amounts might not be tracked on the character sheets.
-PRICE CATEGORIES
+### PRICE CATEGORIES
There are five price categories for goods and services.
@@ -15863,7 +15863,7 @@
about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
what they worry about.)
-USING THE PRICE CATEGORIES
+### USING THE PRICE CATEGORIES
Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
ways.
@@ -15889,7 +15889,7 @@
or 6. So an average serf 's tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is
level 6, made of advanced polymers.
-ARMOR
+### ARMOR
Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts,
and more sophisticated or heavier armor protects against graver threats.
@@ -15903,7 +15903,7 @@
Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
-USING ARMOR
+### USING ARMOR
Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
@@ -15938,7 +15938,7 @@
</tbody>
</table>
-FANTASY ARMOR DESCRIPTIONS
+### 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).
@@ -16019,7 +16019,7 @@
Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
-WEAPONS
+### WEAPONS
Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light
or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no
@@ -16050,7 +16050,7 @@
available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
weapons.
-FANTASY WEAPONS DESCRIPTIONS
+### FANTASY WEAPONS DESCRIPTIONS
Battleaxe: A wooden pole with a blade on one end.
@@ -16172,7 +16172,7 @@
| Heavy mace | 15 gp | |
| Maul | 10 gp | |
-EXPLOSIVE WEAPONS
+### EXPLOSIVE WEAPONS
Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a
@@ -16369,7 +16369,7 @@
| Traveler's outfit | 2 gp |
| Wizard's outfit | 5 gp |
-ANIMALS AND GEAR DESCRIPTIONS
+### 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
@@ -16393,7 +16393,7 @@
| Saddle | 10 gp |
| Warhorse | 300-500 gp |
-FOOD AND LODGING
+### FOOD AND LODGING
| Item | Price |
|----------------------|-------|
@@ -16413,7 +16413,7 @@
| Wine (bottle) | 10 gp |
| Wine (pitcher) | 2 sp |
-CYPHERS
+### CYPHERS
Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
might have the veneer of equipment, but don't fall into the trap of confusing the two. Cyphers are far more akin to PC
@@ -16421,7 +16421,7 @@
cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just
represent good fortune or sudden inspiration. See the Cyphers chapter for more details.
-ARTIFACTS
+### ARTIFACTS
Artifacts are more powerful than equipment and can't simply be purchased. The Genre chapter offers a few sample
artifacts appropriate for various settings.
@@ -16490,7 +16490,7 @@
System with just this information. The key features here are: character actions, determining task difficulty, and
determining modifications.
-KEY CONCEPTS
+### KEY CONCEPTS
ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
and so on. Each character can take one action in a round.
@@ -16554,7 +16554,7 @@
fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
-TAKING ACTION
+### TAKING ACTION
Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
@@ -16571,7 +16571,7 @@
Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
number of points needed to complete the action, they automatically fail at the task.
-DETERMINING TASK STAT
+### DETERMINING TASK STAT
Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes
@@ -16583,7 +16583,7 @@
character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
-DETERMINING TASK DIFFICULTY
+### DETERMINING TASK DIFFICULTY
The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
@@ -16614,7 +16614,7 @@
Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the
characters.
-MODIFYING THE DIFFICULTY
+### MODIFYING THE DIFFICULTY
After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification
applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be
@@ -16634,7 +16634,7 @@
(By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
skills, one or two steps from assets, and one to six steps from Effort.)
-SKILLS
+### SKILLS
Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
@@ -16643,7 +16643,7 @@
eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
steps from being trained and specialized don't count.
-ASSETS
+### ASSETS
An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
@@ -16654,7 +16654,7 @@
reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
reduced by more than four steps without using Effort.)
-EFFORT
+### EFFORT
A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
@@ -16672,7 +16672,7 @@
level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
-ROLLING THE DIE
+### ROLLING THE DIE
To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
@@ -16695,7 +16695,7 @@
This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since
reducing the difficulty to 0 or lower means no roll is needed.
-THE PLAYER ALWAYS ROLLS
+### THE PLAYER ALWAYS ROLLS
In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a
moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to
@@ -16708,7 +16708,7 @@
eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's
attack rolls.
-SPECIAL ROLLS
+### SPECIAL ROLLS
If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play.
These are explained in more detail in the following sections.
@@ -16729,7 +16729,7 @@
action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
spent them at all.
-GM INTRUSION
+### GM INTRUSION
GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
@@ -16742,7 +16742,7 @@
(For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System
chapter.)
-MINOR EFFECT
+### MINOR EFFECT
A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
PC, but not overwhelming.
@@ -16781,7 +16781,7 @@
effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3
additional points of damage as the minor effect, no extra roll is needed.
-MAJOR EFFECT
+### MAJOR EFFECT
A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
@@ -16821,7 +16821,7 @@
This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each
round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried.
-INITIAL COST
+### INITIAL COST
The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the
task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door
@@ -16841,7 +16841,7 @@
succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
more than others.
-DISTANCE
+### DISTANCE
Distance is simplified into four basic categories: immediate, short, long, and very long.
@@ -16881,7 +16881,7 @@
Boxed text:
-OTHER DISTANCES
+### OTHER DISTANCES
In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so
on). However, the following shorthand distances can be useful in some settings:
@@ -16896,7 +16896,7 @@
Interdimensional: Anywhere.
-TIMEKEEPING
+### TIMEKEEPING
Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the
characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only
@@ -16910,7 +16910,7 @@
Boxed text:
-TIMEKEEPING
+### TIMEKEEPING
| | |
|-----------------------------------------------------------------|-----------------------------------------------|
@@ -16935,7 +16935,7 @@
| Repairing a device (assuming parts and tools available) | At least an hour, perhaps a day |
| Building a device (assuming parts and tools available) | At least a day, perhaps a week |
-ENCOUNTERS, ROUNDS, AND INITIATIVE
+### ENCOUNTERS, ROUNDS, AND INITIATIVE
Sometimes in the course of the game, the GM or players will refer to an "encounter." Encounters are not so much
measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in
@@ -16977,7 +16977,7 @@
Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
-A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
+### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
@@ -16989,7 +16989,7 @@
gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
oppose each other, there might be a long, drawn-out battle that could go either way.
-ACTIONS
+### ACTIONS
Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that's one
@@ -17020,7 +17020,7 @@
Do something else
-ACTION: ATTACK
+### ACTION: ATTACK
An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is
@@ -17124,7 +17124,7 @@
burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
comprehensive, the Damage From Hazards table includes common examples.
-DAMAGE FROM HAZARDS
+### DAMAGE FROM HAZARDS
| | | |
|---------------|---------------------------------------------------|---------------------------------------|
@@ -17142,12 +17142,12 @@
| Huge crush | 6 points | Roof collapse; cave-in |
| Collision | 6 points | Large, fast object strikes character |
-SPACE HAZARDS
+### SPACE HAZARDS
A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-GRAVITY WELL
+### GRAVITY WELL
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
@@ -17163,7 +17163,7 @@
Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
the craft to expend additional power to get free (power it may or may not have)
-BLACK HOLE
+### BLACK HOLE
Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
@@ -17187,7 +17187,7 @@
from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
post-singularity AI or ancient ultra.
-RADIATION BELT/SOLAR FLARE
+### RADIATION BELT/SOLAR FLARE
Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
@@ -17201,7 +17201,7 @@
single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
the damage track for each day they fail a Might defense roll until they expire.
-ASTEROID/DEBRIS FIELD
+### ASTEROID/DEBRIS FIELD
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
@@ -17369,7 +17369,7 @@
usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
same effect as it would have on a PC.
-ATTACK MODIFIERS AND SPECIAL SITUATIONS
+### ATTACK MODIFIERS AND SPECIAL SITUATIONS
In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
@@ -17509,7 +17509,7 @@
difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a
ship.
-SPECIAL SITUATION: COMBAT BETWEEN NPCs
+### SPECIAL SITUATION: COMBAT BETWEEN NPCs
When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
@@ -17517,7 +17517,7 @@
NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
-SPECIAL SITUATION: COMBAT BETWEEN PCs
+### SPECIAL SITUATION: COMBAT BETWEEN PCs
When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
@@ -17526,7 +17526,7 @@
higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.
-SPECIAL SITUATION: AREA ATTACKS
+### SPECIAL SITUATION: AREA ATTACKS
Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
potentially harm or affect everyone in the area.
@@ -17547,7 +17547,7 @@
caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
-SPECIAL SITUATION: ATTACKING OBJECTS
+### 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
@@ -17574,7 +17574,7 @@
damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the
object, the attack cannot damage the object no matter what the roll.
-ACTION: Activate a Special Ability
+### ACTION: ACTIVATE A SPECIAL ABILITY
Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability
affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is
@@ -17589,7 +17589,7 @@
If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major
effect, which would reduce the cost for their action.
-ACTION: MOVE
+### ACTION: MOVE
As a part of another action, a character can adjust their position—stepping back a few feet while using an ability,
sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so
@@ -17671,7 +17671,7 @@
gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down.
Vehicle chases are handled similarly.
-ACTION: WAIT
+### ACTION: WAIT
You can wait to react to another character's action.
@@ -17685,7 +17685,7 @@
(Waiting is also a useful tool for cooperative actions (see below).)
-ACTION: DEFEND
+### ACTION: DEFEND
Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses
its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with
@@ -17711,7 +17711,7 @@
Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
-ACTION: DO SOMETHING ELSE
+### ACTION: DO SOMETHING ELSE
Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
@@ -17733,7 +17733,7 @@
in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
-CLIMBING
+### CLIMBING
When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
@@ -17752,7 +17752,7 @@
| 8 | Smooth, horizontal surface (climber is upside down) |
| 10 | Glass wall or similar surface |
-COOPERATIVE ACTIONS
+### COOPERATIVE ACTIONS
There are many ways multiple characters can work together. None of these options, however, can be used at the same time
by the same characters.
@@ -17788,7 +17788,7 @@
nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
damage. A character cannot willingly take more than one attack each round in this way.
-CRAFTING, BUILDING, AND REPAIRING
+### CRAFTING, BUILDING, AND REPAIRING
Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
@@ -17896,7 +17896,7 @@
| 9 | Technological item (something from beyond Earth) | Many years |
| 10 | Technological item (something from beyond Earth) | Many years |
-GUARDING
+### GUARDING
In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
@@ -17908,21 +17908,21 @@
Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If
the PC succeeds, they can make their attack normally.
-HEALING
+### HEALING
You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
difficulty 3 task with a target number of 9.
-INTERACTING WITH CREATURES
+### INTERACTING WITH CREATURES
The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or
some other way to communicate. Learning new languages is the same as learning a new skill.
-JUMPING
+### JUMPING
Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
@@ -17940,14 +17940,14 @@
(There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
distance. The rules here are just so everyone has some guidelines.)
-LOOKING OR LISTENING
+### LOOKING OR LISTENING
Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
of your roll.
-MOVING A HEAVY OBJECT
+### MOVING A HEAVY OBJECT
You can push or pull something very heavy and move it an immediate distance as your action.
@@ -17956,7 +17956,7 @@
400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance
as your action.
-OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
+### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
@@ -17968,7 +17968,7 @@
destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and
know-how.)
-RIDING OR PILOTING
+### RIDING OR PILOTING
If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
@@ -17989,19 +17989,19 @@
| 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round |
| 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
-SNEAKING
+### SNEAKING
The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
lighting conditions and having plenty of things to hide behind.
-SWIMMING
+### SWIMMING
If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
-UNDERSTANDING, IDENTIFYING, OR REMEMBERING
+### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
For a bit of knowledge, the GM determines the difficulty.
@@ -18016,7 +18016,7 @@
| 7 | Knowledge very few people possess |
| 10 | Completely lost knowledge |
-VEHICULAR MOVEMENT
+### VEHICULAR MOVEMENT
Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most
vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the
@@ -18034,7 +18034,7 @@
it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the
chase rolls by two or three steps, or the GM might simply rule that it's impossible.
-VEHICULAR COMBAT
+### VEHICULAR COMBAT
Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The
combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the
@@ -18134,13 +18134,13 @@
</tbody>
</table>
-MAGICAL RULES MODULE
+### MAGICAL RULES MODULE
-CRAFTING MAGIC ITEMS
+### CRAFTING MAGIC ITEMS
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 they're trying to create, which must be in the level range for the cypher as listed in the Cypher
@@ -18214,7 +18214,7 @@
course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
day
-CRAFTING ARTIFACTS
+### CRAFTING ARTIFACTS
Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
@@ -18228,15 +18228,15 @@
this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
the same assessed difficulty
-RITUAL MAGIC
+### RITUAL MAGIC
-TIME
+### TIME
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.
-DIFFICULTY AND SUBTASKS
+### DIFFICULTY AND SUBTASKS
Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
@@ -18254,28 +18254,28 @@
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.
-POOL INVESTMENT
+### 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).
-ACCELERATED PERFORMANCE
+### ACCELERATED PERFORMANCE
The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
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
might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-UNDERSTANDING THE EXAMPLES
+### UNDERSTANDING THE EXAMPLES
Each ritual is described in the following format.
@@ -18292,7 +18292,7 @@
Other Assets: Kinds of abilities that can help success.
-BESEECH
+### BESEECH
Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
@@ -18318,7 +18318,7 @@
Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
space to talk in person.
-CONJURE THE DEAD
+### CONJURE THE DEAD
Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
@@ -18343,7 +18343,7 @@
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
@@ -18368,7 +18368,7 @@
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
@@ -18393,7 +18393,7 @@
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
@@ -18421,7 +18421,7 @@
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 ritual's level can't enter the area or
@@ -18444,7 +18444,7 @@
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.
@@ -18466,7 +18466,7 @@
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
@@ -18487,7 +18487,7 @@
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
@@ -18515,7 +18515,7 @@
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 ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
@@ -18541,7 +18541,7 @@
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
@@ -18562,7 +18562,7 @@
Other Assets: Healing magic, resistance to the target's 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
@@ -18588,7 +18588,7 @@
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.
-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
@@ -18608,17 +18608,17 @@
Other Assets: Death spells, instant-kill abilities, soul manipulation
-MAGICAL TECHNOLOGY
+### MAGICAL TECHNOLOGY
To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
regular (nonmagical) items.
-MAGIC PLUS TECHNOLOGY
+### MAGIC PLUS TECHNOLOGY
Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
certainly be manifest cyphers or artifacts. Here's an example cypher:
-FROZEN TIMEPIECE
+### FROZEN TIMEPIECE
Level: 1d6 + 2
@@ -18629,7 +18629,7 @@
And here's an example artifact:
-TRUTH BINOCULARS
+### TRUTH BINOCULARS
Level: 1d6 + 2
@@ -18645,7 +18645,7 @@
you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
very different.
-TECHNOLOGY THAT INTERACTS WITH MAGIC
+### TECHNOLOGY THAT INTERACTS WITH MAGIC
In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
interact and cope with it. Technological devices that are not magical but deal with magic could include:
@@ -18661,12 +18661,12 @@
signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-MAGIC THAT INTERACTS WITH TECHNOLOGY
+### MAGIC THAT INTERACTS WITH TECHNOLOGY
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
@@ -18675,7 +18675,7 @@
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.
-POWER DEVICE
+### POWER DEVICE
Level: 1d6 + 2
@@ -18683,7 +18683,7 @@
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
flashlight, the battery is fully charged.
-SCREEN CONTROL
+### SCREEN CONTROL
Level: 1d6 + 2
@@ -18694,7 +18694,7 @@
Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
though the technology involved might not have any common principles
-MIND CONTROL
+### MIND CONTROL
From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
@@ -18729,7 +18729,7 @@
A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-MYSTICAL MARTIAL ARTS
+### MYSTICAL MARTIAL ARTS
If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
portray the kinds of things characters in such stories can accomplish.
@@ -18763,7 +18763,7 @@
Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
building up and cultivating the energy known as qi and using it for supernatural effects.
-POSSESSION
+### POSSESSION
Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
person, taking over a character's body as if it were the creature's own. The creature must touch the character to
@@ -18792,7 +18792,7 @@
Possession is like mind control in that it takes away a player's ability to control their character, and that can make
some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-SECRET AND TRUE NAMES
+### SECRET AND TRUE NAMES
Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
@@ -18804,7 +18804,7 @@
Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
the Uncover a Secret character arc to do so.
-WISHES
+### WISHES
Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
@@ -18822,19 +18822,19 @@
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
+### AWARDING TREASURE
It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-GOLD
+### 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.
-MANIFEST CYPHERS
+### MANIFEST CYPHERS
The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
@@ -18849,7 +18849,7 @@
are generally considered to be about the same value, although local biases and NPC interests may affect their
willingness to trade certain items despite or because of a level disparity
-ARTIFACTS
+### ARTIFACTS
Artifacts are the high end of magical currency, and in terms of buying and selling them, they're 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
@@ -18861,13 +18861,13 @@
expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
could be worth about the same as an exorbitant item.
-DUNGEONS, CASTLES, AND KEEPS
+### DUNGEONS, CASTLES, AND KEEPS
This section describes several kinds of common physical features and their game stats. Any of these levels can be
adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
reinforced by magic so its level is higher, and so on.
-WALLS
+### 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.
@@ -18891,7 +18891,7 @@
Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-DOORS
+### DOORS
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
@@ -18923,17 +18923,17 @@
necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-TRAPS
+### TRAPS
One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-TRIGGERING TRAPS
+### TRIGGERING TRAPS
Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
activates.
-FINDING TRAPS
+### FINDING TRAPS
Most characters won't notice traps unless actively looking for them; they don't 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
@@ -18951,7 +18951,7 @@
trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
they've resolved the first trap.
-DISABLING, DAMAGING, AND BYPASSING TRAPS
+### DISABLING, DAMAGING, AND BYPASSING TRAPS
A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
@@ -18970,7 +18970,7 @@
Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
hindered by two additional steps).
-UNDERSTANDING THE LISTINGS
+### UNDERSTANDING THE LISTINGS
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 doesn't apply to a particular trap, it is omitted
@@ -18995,7 +18995,7 @@
GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-COMMON TRAP POISONS
+### 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.
@@ -19026,7 +19026,7 @@
time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then
making them groggy for an hour, even if they're awakened early).
-ARROW 4 (12)
+### ARROW 4 (12)
Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
@@ -19041,7 +19041,7 @@
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.
-CRUSHING WALL 6 (18)
+### 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).
@@ -19060,7 +19060,7 @@
can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
and can now reach the characters.
-DISINTEGRATION 7 (21)
+### 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.
@@ -19070,7 +19070,7 @@
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.
-EXPLOSIVE GLYPH 4 (12)
+### 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,
@@ -19086,7 +19086,7 @@
character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
curse is removed.
-FLOODING ROOM 4 (12)
+### 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.
@@ -19103,7 +19103,7 @@
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.
-MANGLER 3 (9)
+### 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.
@@ -19125,7 +19125,7 @@
fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
poison.
-NET 3 (9)
+### NET 3 (9)
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.
@@ -19141,7 +19141,7 @@
net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
round.
-PIT 4 (12)
+### PIT 4 (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
@@ -19160,7 +19160,7 @@
damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
falls in.
-POISON GAS 3 (9)
+### 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 won't realize at first that they've sprung a trap.
@@ -19179,7 +19179,7 @@
exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-POISON NEEDLE 5 (15)
+### 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.
@@ -19192,7 +19192,7 @@
releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
instead of a poisoned needle, affecting all nearby characters.
-PORTCULLIS 5 (15)
+### PORTCULLIS 5 (15)
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
@@ -19207,7 +19207,7 @@
object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
enemies to make ranged attacks on the trapped character.
-ROLLING BOULDER 6 (12)
+### 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.
@@ -19225,7 +19225,7 @@
is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
which jump out as it moves and attack nearby creatures.
-SLICING BLADE 5 (15)
+### SLICING BLADE 5 (15)
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 blade's reach so a creature who knows of
@@ -19240,7 +19240,7 @@
blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
the initial attack until it is healed.
-SLIDING STAIR 4 (12)
+### SLIDING STAIR 4 (12)
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
@@ -19252,7 +19252,7 @@
between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
the stairs after the sliding character, inflicting an additional 3 points of damage.
-SNAKE PIT 4 (12)
+### 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.
@@ -19262,7 +19262,7 @@
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.
-SPEAR 4 (12)
+### 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.)
@@ -19275,7 +19275,7 @@
of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
falling block or an electrical shock
-TELEPORTER 6 (18)
+### TELEPORTER 6 (18)
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. It's more efficient to kill an intruder than to teleport them, so teleportation is
@@ -19287,7 +19287,7 @@
(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
shark tank, or a boulder in a lava lake.
-FOLLOWERS
+### FOLLOWERS
Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make
@@ -19333,7 +19333,7 @@
well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting
loneliness.
-BREATHING LIFE INTO FOLLOWERS
+### BREATHING LIFE INTO FOLLOWERS
The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present
each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a
@@ -19356,7 +19356,7 @@
earned during a game session, and sometimes they're earned between sessions. In a typical session, a player might earn 2
to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.
-GM INTRUSION
+### GM INTRUSION
At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must
give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the
@@ -19385,7 +19385,7 @@
(For much more on GM intrusions, see the Running the Cypher System chapter.)
-CHARACTER ARCS
+### CHARACTER ARCS
Character arcs are the means by which players can invest themselves more in great stories and character depth and
development.
@@ -19430,7 +19430,7 @@
This chapter presents many sample character arcs (see below).
-GM AWARDS
+### GM AWARDS
Sometimes, a group will have an adventure that doesn't deal primarily with a PC's character arc. In this case, it's a
good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be
@@ -19463,7 +19463,7 @@
family doesn't always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing
off the raiders.
-SPENDING EXPERIENCE POINTS
+### SPENDING EXPERIENCE POINTS
Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the
GM can require them to spend some.
@@ -19592,7 +19592,7 @@
Select another character ability from your type, such as a tier 2 Warrior selecting Reload or Crushing Blow.
-EQUAL ADVANCEMENT
+### EQUAL ADVANCEMENT
It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get
@@ -19601,7 +19601,7 @@
equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they
want to play it.
-TIER ADVANCEMENT IN THE CYPHER SYSTEM
+### TIER ADVANCEMENT IN THE CYPHER SYSTEM
Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already
@@ -19619,7 +19619,7 @@
Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and
the characters, not just a bookkeeping hassle.
-SAMPLE CHARACTER ARCS
+### SAMPLE CHARACTER ARCS
The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in
progressing through the arc:
@@ -19659,7 +19659,7 @@
(Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP.
If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.)
-AID A FRIEND
+### AID A FRIEND
Someone needs your help.
@@ -19679,7 +19679,7 @@
Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if
anything) and where you will go from here.
-ASSIST AN ORGANIZATION
+### ASSIST AN ORGANIZATION
You set out to accomplish something that will further an organization. You're probably allied with them or they are
rewarding you for your help in some fashion.
@@ -19698,7 +19698,7 @@
Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the
organization increase rather than take the standard reward.
-AVENGE
+### AVENGE
Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to
avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
@@ -19718,7 +19718,7 @@
Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.
-BIRTH
+### BIRTH
You are becoming a parent.
@@ -19739,7 +19739,7 @@
Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.
-BUILD
+### BUILD
You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would
also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical
@@ -19760,7 +19760,7 @@
Resolution: You put the structure to its desired use and see if it holds up.
-CLEANSE
+### CLEANSE
Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the
like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an
@@ -19778,7 +19778,7 @@
Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you
keep this from happening again?
-CREATION
+### CREATION
You want to make something. This might be a magic item, a painting, a novel, or a machine.
@@ -19794,7 +19794,7 @@
Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.
-DEFEAT A FOE
+### DEFEAT A FOE
Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always
mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired
@@ -19811,7 +19811,7 @@
Resolution: You reflect on what you've learned and what the consequences of your actions might be.
-DEFENSE
+### DEFENSE
A person, place, or thing is threatened, and you want to protect it.
@@ -19827,7 +19827,7 @@
Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety
going forward.
-DEVELOP A BOND
+### DEVELOP A BOND
You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a
position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.
@@ -19843,7 +19843,7 @@
Resolution: You enjoy the fruits of your new relationship.
-ENTERPRISE
+### ENTERPRISE
You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your
creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society
@@ -19869,7 +19869,7 @@
Resolution: A time for reflection on everything that occurred, and how you're going to move forward.
-ESTABLISHMENT
+### ESTABLISHMENT
You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially,
or even romantically.
@@ -19887,7 +19887,7 @@
Resolution: You reflect on what you did and where you go from here.
-EXPLORE
+### EXPLORE
Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new
planet, an otherworldly dimension, or something similar.
@@ -19909,7 +19909,7 @@
Resolution: You return home and possibly share your findings.
-FALL FROM GRACE
+### FALL FROM GRACE
This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a
player selects on a meta level for the character because it makes for an interesting story. It also sets up the
@@ -19927,7 +19927,7 @@
Resolution: You wallow in your own misery.
-FINISH A GREAT WORK
+### FINISH A GREAT WORK
Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing
the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple
@@ -19945,7 +19945,7 @@
Resolution: You reflect on what you did and where you go from here.
-GROWTH
+### GROWTH
Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about
character development. While it's possible that the growth involved is intentional, in most people's lives and stories,
@@ -19963,7 +19963,7 @@
Resolution: You recognize the change in yourself and move forward.
-INSTRUCTION
+### INSTRUCTION
You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a
combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a
@@ -19985,7 +19985,7 @@
Resolution: You and the pupil say your goodbyes, and you look toward the future.
-JOIN AN ORGANIZATION
+### JOIN AN ORGANIZATION
You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or
something else.
@@ -20002,7 +20002,7 @@
Resolution: You consider your efforts and assess what your membership gets you.
-JUSTICE
+### JUSTICE
You try to right a wrong or bring a wrongdoer to justice.
@@ -20020,7 +20020,7 @@
Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.
-LEARN
+### LEARN
You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of
information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new
@@ -20037,7 +20037,7 @@
Resolution: You relax a bit and decide what to do next.
-MASTER A SKILL
+### MASTER A SKILL
You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
this can involve any kind of training at all, not just a skill.
@@ -20056,7 +20056,7 @@
Resolution: You relax a bit and decide what to do next.
-MYSTERIOUS BACKGROUND
+### MYSTERIOUS BACKGROUND
You don't know who your parents were, but you want to find out. The mystery might be something other than your
parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of
@@ -20073,7 +20073,7 @@
Resolution: You contemplate how this new knowledge sits with you.
-NEW DISCOVERY
+### NEW DISCOVERY
You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An
invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and
@@ -20091,7 +20091,7 @@
Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if
nothing else.
-RAISE A CHILD
+### RAISE A CHILD
You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under
your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
@@ -20112,7 +20112,7 @@
Resolution: You reflect on the memories you have made.
-RECOVER FROM A WOUND (OR TRAUMA)
+### RECOVER FROM A WOUND (OR TRAUMA)
You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury,
illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
@@ -20131,7 +20131,7 @@
Resolution: You get on with your life.
-REDEMPTION
+### REDEMPTION
You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
@@ -20146,7 +20146,7 @@
Resolution: You reflect on what has happened but now look to the future.
-REPAY A DEBT
+### REPAY A DEBT
You owe someone something, and it's time to make good.
@@ -20161,7 +20161,7 @@
Resolution: You relax knowing that your debt is repaid, and you look to the future.
-RESCUE
+### RESCUE
Someone or something of great importance has been taken, and you want to get them or it back.
@@ -20176,7 +20176,7 @@
Resolution: You return them home.
-RESTORATION
+### RESTORATION
You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed.
You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
@@ -20192,7 +20192,7 @@
Resolution: You enjoy a return to things the way they were before.
-REVENGE
+### REVENGE
Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer,
but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's
@@ -20207,7 +20207,7 @@
Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by
gaining your revenge.
-ROMANCE
+### ROMANCE
You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe
you're just interested in a relationship in general.
@@ -20223,7 +20223,7 @@
Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.
-SOLVE A MYSTERY
+### SOLVE A MYSTERY
Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action
committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the
@@ -20242,7 +20242,7 @@
mystery with what you've discovered, or you use the information in some way (such as taking it to the proper
authorities).
-THEFT
+### THEFT
Someone else has something you want.
@@ -20259,7 +20259,7 @@
Resolution: You decide what to do with the thing you've stolen and contemplate the repercussions you might face for
stealing it.
-TRAIN A CREATURE
+### TRAIN A CREATURE
You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not
already be domesticated and trained.
@@ -20279,7 +20279,7 @@
Resolution: You reflect on the experience.
-TRANSFORMATION
+### TRANSFORMATION
You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on
external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be
@@ -20296,7 +20296,7 @@
Resolution: You contemplate how this change affects you going forward.
-UNCOVER A SECRET
+### UNCOVER A SECRET
There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This
could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret
@@ -20315,7 +20315,7 @@
Resolution: You contemplate how this secret affects you and the world.
-UNDO A WRONG
+### UNDO A WRONG
Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the
damage, or at least stop it from continuing.
@@ -20340,7 +20340,7 @@
The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-FANTASY TYPES
+### FANTASY TYPES
For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
@@ -20406,12 +20406,12 @@
Villager: level 2
-ADDITIONAL FANTASY EQUIPMENT
+### ADDITIONAL FANTASY EQUIPMENT
In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
period) are usually available.
-INEXPENSIVE ITEMS
+### INEXPENSIVE ITEMS
| | |
|------------------------|--------------------------------|
@@ -20429,7 +20429,7 @@
| Iron rations (1 day) | |
| Torch (3) | |
-MODERATELY PRICED ITEMS
+### MODERATELY PRICED ITEMS
| | |
|---------------------|---------------------------------|
@@ -20460,7 +20460,7 @@
| Spikes and hammer | 10 spikes |
| Tent | |
-EXPENSIVE ITEMS
+### EXPENSIVE ITEMS
| | |
|----------------|----------------------------------|
@@ -20485,7 +20485,7 @@
| Bag of heavy tools | |
| Bag of light tools | |
-VERY EXPENSIVE ITEMS
+### VERY EXPENSIVE ITEMS
| | |
|-----------------|--------------------------|
@@ -20507,7 +20507,7 @@
| Healing kit | Asset for healing tasks |
| Spyglass | Asset for perception tasks at range |
-EXORBITANT ITEMS
+### EXORBITANT ITEMS
| | |
|-----------------|-------------------------------------|
@@ -20519,7 +20519,7 @@
| Other Items | Notes |
| Sailing ship (small) | |
-MEDIEVAL FANTASY EQUIPMENT
+### MEDIEVAL FANTASY EQUIPMENT
| Category | GP Value |
|----------------|-----------------|
@@ -20529,13 +20529,13 @@
| Very expensive | 1,00010,000 gp |
| Exorbitant | 10,000+ gp |
-FANTASY ARTIFACTS
+### FANTASY ARTIFACTS
In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.
-ANGELIC WARD
+### ANGELIC WARD
Level: 1d6 + 2
@@ -20548,7 +20548,7 @@
Depletion: 1 in 1d10
-RING OF DRAGON'S FLIGHT
+### RING OF DRAGON'S FLIGHT
Level: 1d6 + 2
@@ -20559,7 +20559,7 @@
Depletion: 1 in 1d10
-SOULFLAYING WEAPON
+### SOULFLAYING WEAPON
Level: 1d6 + 1
@@ -20571,7 +20571,7 @@
Depletion: 1 in 1d100
-SPELLBOOK OF THE AMBER MAGE
+### SPELLBOOK OF THE AMBER MAGE
Level: 1d6
@@ -20584,7 +20584,7 @@
Depletion: 1 in 1d20
-WAND OF FIREBOLTS
+### WAND OF FIREBOLTS
Level: 1d6 + 2
@@ -20600,7 +20600,7 @@
In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
possibilities for how this might work.
-VARIANT RULE: TWO DESCRIPTORS
+### VARIANT RULE: TWO DESCRIPTORS
By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
@@ -20611,13 +20611,13 @@
training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
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, it's easy for a GM
to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
descriptor.
-CATFOLK
+### CATFOLK
You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
@@ -20643,7 +20643,7 @@
4\. It seemed like a lark.
-DRAGONFOLK
+### DRAGONFOLK
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
@@ -20676,7 +20676,7 @@
4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-DWARF
+### DWARF
You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in
which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen
@@ -20712,7 +20712,7 @@
4\. Before dwarves settle down, they need to see the world.
-ELF
+### ELF
You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the
shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You
@@ -20748,7 +20748,7 @@
4\. An adventure was in the offing, and you didn't want to be left behind.
-GNOME
+### GNOME
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
@@ -20781,7 +20781,7 @@
4\. You owe one of the PCs a favor for a useful gift in the past.
-HALF-GIANT
+### HALF-GIANT
You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely
have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you
@@ -20811,7 +20811,7 @@
4\. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.
-HALFLING
+### HALFLING
Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
@@ -20844,7 +20844,7 @@
4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-HELBORN
+### HELBORN
Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result
of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to
@@ -20885,7 +20885,7 @@
4\. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.
-LIZARDFOLK
+### LIZARDFOLK
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
@@ -20920,7 +20920,7 @@
4\. You or your priest had a vision of you traveling with the other PCs.
-OPTIONAL RULE: SPELLCASTING
+### OPTIONAL RULE: SPELLCASTING
Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar
characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
@@ -20932,7 +20932,7 @@
Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term
benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.
-FIRST SPELL
+### FIRST SPELL
Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC
learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they
@@ -20953,7 +20953,7 @@
concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool
costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.
-MORE SPELLS
+### MORE SPELLS
Once a character has learned at least one spell, they can opt to learn additional spells 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 character's magical learning
@@ -20969,7 +20969,7 @@
Otherwise, gaining and casting additional spells are as described for the character's first spell.
-WIZARDS AND THE OPTIONAL SPELLCASTING RULE
+### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings,
Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their
@@ -20998,7 +20998,7 @@
ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
prepared spell.)
-MODERN RULES MODULE
+### MODERN RULES MODULE
The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet,
@@ -21011,7 +21011,7 @@
city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some
verisimilitude is nice.
-MOLDING CHARACTERS FOR A MODERN GAME
+### MOLDING CHARACTERS FOR A MODERN GAME
If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind
@@ -21066,11 +21066,11 @@
Worker: level 2; health 8
-ADDITIONAL MODERN EQUIPMENT
+### ADDITIONAL MODERN EQUIPMENT
In a modern setting, the following items (and anything else appropriate to the real world) are usually available.
-INEXPENSIVE ITEMS
+### INEXPENSIVE ITEMS
| | |
|-------------------------|--------------------------------|
@@ -21084,7 +21084,7 @@
| Padlock with keys | |
| Trail rations (1 day) | |
-MODERATELY PRICED ITEMS
+### MODERATELY PRICED ITEMS
| | |
|---------------|-------------------------------------------------------------------|
@@ -21118,7 +21118,7 @@
| Sleeping bag | |
| Tent | |
-EXPENSIVE ITEMS
+### EXPENSIVE ITEMS
| | |
|----------------|-------------------------------|
@@ -21145,7 +21145,7 @@
| Smartphone | |
| Straightjacket | |
-VERY EXPENSIVE ITEMS
+### VERY EXPENSIVE ITEMS
| | |
|----------------|-----------------------------------------------|
@@ -21168,7 +21168,7 @@
| Used car | Level 3 |
| Small boat | Level 3 |
-EXORBITANT ITEMS
+### EXORBITANT ITEMS
| | |
|-------------|---------|
@@ -21177,7 +21177,7 @@
| Luxury car | Level 5 |
| Sports car | Level 6 |
-OPTIONAL RULE: HANDLING PCs AS CHILDREN
+### OPTIONAL RULE: HANDLING PCs AS CHILDREN
The regular character creation process makes fully competent, adult characters. To account for playing children, the GM
could adopt this optional rule. First, the players make their characters normally, and then they apply the following
@@ -21185,7 +21185,7 @@
childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games
featuring PCs who are aged fourteen to seventeen.
-AGE 9 TO 13
+### AGE 9 TO 13
Slight: 4 to your Might Pool.
@@ -21195,13 +21195,13 @@
Inability: Tasks involving knowledge are hindered.
-AGE 14 TO 17
+### AGE 14 TO 17
Youthful: 2 to your Might Pool.
Inability: Tasks involving knowledge are hindered.
-SCIENCE FICTION RULES MODULE
+### SCIENCE FICTION RULES MODULE
Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics,
hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it
@@ -21216,9 +21216,9 @@
That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in
what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.
-ASSEMBLING A SCI-FI SETTING
+### ASSEMBLING A SCI-FI SETTING
-ESTABLISHING A TECHNOLOGY RATING
+### ESTABLISHING A TECHNOLOGY RATING
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,
@@ -21234,13 +21234,13 @@
doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-COSMIC SET PIECES AND OPTIONAL RULES
+### COSMIC SET PIECES AND OPTIONAL RULES
This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
+### 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.
@@ -21264,7 +21264,7 @@
exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
character.)
-OPTIONAL RULES: HARDER SCIENCE FICTION
+### OPTIONAL RULES: HARDER SCIENCE FICTION
Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
@@ -21295,7 +21295,7 @@
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.
-VOID RULES
+### VOID RULES
The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
@@ -21327,13 +21327,13 @@
decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
situation.
-EFFECTS OF VACUUM
+### EFFECTS OF VACUUM
In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
during that time, they can be revived. If not, they die
-VACUUM GM INTRUSIONS
+### VACUUM GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21344,7 +21344,7 @@
| 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
| 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-SPACE SUITS ARE FALLIBLE
+### SPACE SUITS ARE FALLIBLE
Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
@@ -21352,7 +21352,7 @@
a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
and by being able to maintain a higher internal pressure than soft suits.
-SPACE SUITS GM INTRUSIONS
+### SPACE SUITS GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21363,7 +21363,7 @@
| 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
+### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
@@ -21377,7 +21377,7 @@
or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
speeds. Normally.
-ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
+### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21388,7 +21388,7 @@
| 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
+### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
@@ -21397,7 +21397,7 @@
returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
parasite could also do them in.
-SPACE HEALTH HAZARD GM INTRUSIONS
+### SPACE HEALTH HAZARD GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21408,14 +21408,14 @@
| 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. It's only when something else distracting
or dangerous is happening simultaneously that routine movements through a ship or station become potentially
problematic.
-MOVING IN MICROGRAVITY GM INTRUSIONS
+### MOVING IN MICROGRAVITY GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21426,7 +21426,7 @@
| 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
| 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
-OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
+### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
@@ -21467,35 +21467,35 @@
The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-BASE COMBAT TASK MODIFIERS
+### BASE COMBAT TASK MODIFIERS
The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
easing a PC's roll. Track each change in effective level on the space combat status tracker
-SPACECRAFT LEVEL DIFFERENCE
+### SPACECRAFT LEVEL DIFFERENCE
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.
-MISMATCHED TECH RATING
+### MISMATCHED TECH RATING
It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
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.
-SUPERIOR SHIP SYSTEMS
+### SUPERIOR SHIP SYSTEMS
Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
tasks if that specific system is involved.
-REDLINE MANEUVER
+### REDLINE MANEUVER
When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
@@ -21539,7 +21539,7 @@
If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
+### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
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
@@ -21549,7 +21549,7 @@
systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
are 2 levels higher than their own
-BRIDGE COMBAT
+### BRIDGE COMBAT
If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
@@ -21573,7 +21573,7 @@
shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
station.
-WEAPONS
+### WEAPONS
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
@@ -21583,7 +21583,7 @@
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) |
|-----|------------------------------------------------------------------------------------------------------------|
@@ -21594,7 +21594,7 @@
| 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
| 06 | Weapon melts to slag, must be replaced at a shipyard. |
-PILOTING
+### PILOTING
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
@@ -21608,7 +21608,7 @@
character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
hull or shields, so there's no significant damage.
-PILOTING SYSTEM GM INTRUSIONS
+### PILOTING SYSTEM GM INTRUSIONS
| d6 | GM Intrusions |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21619,7 +21619,7 @@
| 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
| 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-SCIENCE AND ENGINEERING
+### SCIENCE AND ENGINEERING
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
@@ -21628,7 +21628,7 @@
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 |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21639,14 +21639,14 @@
| 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. |
-OPTIONAL: COMMAND
+### OPTIONAL: COMMAND
Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
captain commanding someone else to do something can't redline; it would be up to the person who received the command
whether to try to redline or not, and to face any GM intrusion consequences.
-BRIDGE COMBAT AT THE TABLE
+### BRIDGE COMBAT AT THE TABLE
Running a combat using these extended rules is straightforward.
@@ -21675,7 +21675,7 @@
enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
will be close enough to begin attacking, and let the combat flow
-VEHICLES FIGHTING CREATURES
+### VEHICLES FIGHTING CREATURES
Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
@@ -21693,7 +21693,7 @@
character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
of damage.
-PC WEAPON SYSTEM OPTIONS
+### PC WEAPON SYSTEM OPTIONS
All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
@@ -21708,7 +21708,7 @@
| Coordinate fire | | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't 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.
@@ -21723,7 +21723,7 @@
| 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.
@@ -21738,7 +21738,7 @@
| 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
+### OPTIONAL RULE: PSIONICS
Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
@@ -21747,14 +21747,14 @@
Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
in the Cypher System Rulebook.
-LATENT PSIONICS
+### LATENT PSIONICS
Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
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.
@@ -21773,7 +21773,7 @@
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 character's
@@ -21784,7 +21784,7 @@
character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
high-tier ability.
-PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
+### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
@@ -21802,14 +21802,14 @@
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.
-MORE POWERFUL PSIONICS
+### 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.
-OPTIONAL RULE: POSTHUMAN UPGRADES
+### OPTIONAL RULE: POSTHUMAN UPGRADES
Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
@@ -21817,7 +21817,7 @@
go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
level of characters.
-INTRODUCING UPGRADES TO YOUR SETTING
+### 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 that's enough and they're done.
@@ -21852,7 +21852,7 @@
• PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-POSTHUMAN PACKAGES
+### POSTHUMAN PACKAGES
Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
your PCs gain.
@@ -21877,7 +21877,7 @@
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
+### POSTHUMAN POWER SHIFTS
A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
@@ -21908,7 +21908,7 @@
five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
Once the shifts are assigned, they should not change.
-SALVAGE FROM A SPACECRAFT
+### SALVAGE FROM A SPACECRAFT
If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
@@ -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 |
|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -21940,7 +21940,7 @@
| 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
| 10 | Spacecraft is completely destroyed |
-FTL INSTABILITY
+### FTL INSTABILITY
Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
@@ -21968,7 +21968,7 @@
as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
creating/falling into a spatial anomaly.
-SPATIAL ANOMALY
+### SPATIAL ANOMALY
Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
@@ -21980,12 +21980,12 @@
spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
so
-WEAK, SIM, STRONG, AND POST-SINGULARITY AI
+### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
four categories: Weak, Sim, Strong, and Post-singularity.
-WEAK AI
+### WEAK AI
Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
focused on very narrow tasks, such as playing chess.
@@ -21998,7 +21998,7 @@
Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-SIM AI
+### SIM AI
Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
@@ -22011,7 +22011,7 @@
Sim AI: level equal to the ship, station, or installation in which it is installed
-STRONG AI
+### STRONG AI
Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
@@ -22024,7 +22024,7 @@
Strong AI: level 58, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
Intelligence on page 115
-POST- SINGULARITY
+### POST- SINGULARITY
Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
generation immediately designed an even more advanced third generation, and so on from there. This iterating
@@ -22046,7 +22046,7 @@
Post-singularity AI: : level 10; see godmind
-ANCIENT ULTRAS
+### ANCIENT ULTRAS
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
@@ -22056,7 +22056,7 @@
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
@@ -22066,7 +22066,7 @@
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).
-SUGGESTED TYPES FOR A SCIENCE FICTION GAME
+### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
| | |
|----------------|-------------------------------------------|
@@ -22091,7 +22091,7 @@
Physical laborer: level 2; health 8
-SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
+### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
| Level | Name | Tech Rating |
|-------|-----------------------|-------------|
@@ -22124,7 +22124,7 @@
| 10 | Godmind | Fantastic |
| 10 | Omworwar | Fantastic |
-ARTIFICIAL INTELLIGENCE (AI) 8 (24)
+### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
godminds, AIs can develop inscrutable goals.
@@ -22170,7 +22170,7 @@
GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
attempts to upload an instance of itself into their mind.
-CYBRID 8 (24)
+### CYBRID 8 (24)
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
@@ -22213,7 +22213,7 @@
GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that
drops the character one step on the damage track each day that it goes untreated..
-DEVOLVED 4 (12)
+### DEVOLVED 4 (12)
Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
@@ -22253,7 +22253,7 @@
GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
-ECOPHAGIC SWARM 4 (12)
+### ECOPHAGIC SWARM 4 (12)
Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
@@ -22294,7 +22294,7 @@
GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment)
is taken by the swarm.
-EXOSLIME 6 (18)
+### EXOSLIME 6 (18)
Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
@@ -22333,7 +22333,7 @@
flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as
an action.
-GODMIND 10 (30)
+### GODMIND 10 (30)
Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
@@ -22371,7 +22371,7 @@
GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
inconvenienced it.
-HUNGRY HAZE
+### HUNGRY HAZE
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
@@ -22411,7 +22411,7 @@
GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
-INFOVORE 3 (9)
+### INFOVORE 3 (9)
Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
@@ -22457,7 +22457,7 @@
GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a
manifest cypher as it's pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
-INQUISITOR 4 (12)
+### INQUISITOR 4 (12)
Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
@@ -22500,7 +22500,7 @@
passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
missing.
-MALWARE, FATAL 4 (12)
+### MALWARE, FATAL 4 (12)
This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
@@ -22539,7 +22539,7 @@
GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of
equipment carried by the character, especially a character with cybernetic implants.
-MOCK ORGANISM 3 (9)
+### MOCK ORGANISM 3 (9)
Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
@@ -22580,7 +22580,7 @@
organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
While pinned, the creation whispers mad utterances into the target's ear.
-NATATHIM 3 (9)
+### NATATHIM 3 (9)
Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
@@ -22625,7 +22625,7 @@
character's 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.
-OMWORWAR 10 (30)
+### OMWORWAR 10 (30)
Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
@@ -22675,7 +22675,7 @@
contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an
omworwar.)
-PHOTONOMORPH 6 (18)
+### PHOTONOMORPH 6 (18)
Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
@@ -22719,7 +22719,7 @@
GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
for the situation at hand.
-POSTHUMAN 7 (21)
+### POSTHUMAN 7 (21)
Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
@@ -22768,7 +22768,7 @@
GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use
against the posthuman.
-REDIVUS 4 (12)
+### REDIVUS 4 (12)
Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
@@ -22805,7 +22805,7 @@
GM Intrusion: The character's metal- containing equipment is stripped away, then used as ammunition against that PC or
an ally.
-SENTINEL TREE 3 (9)
+### SENTINEL TREE 3 (9)
Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
@@ -22842,7 +22842,7 @@
GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to
remove the condition. (The recovery use doesn't return points to a Pool.)
-SILICON PARASITE 2 (6)
+### SILICON PARASITE 2 (6)
These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
@@ -22882,7 +22882,7 @@
GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character
until they succeed on a difficulty 4 Might-based roll as their action.
-SPACE RAT 1 (3)
+### SPACE RAT 1 (3)
Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
@@ -22925,7 +22925,7 @@
succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the
surprise. Dazed creatures are hindered on all tasks.
-STORM MARINE 4 (12)
+### STORM MARINE 4 (12)
The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
@@ -22969,7 +22969,7 @@
darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within
immediate range.
-SHINING ONE 5 (15)
+### SHINING ONE 5 (15)
Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
@@ -23015,7 +23015,7 @@
GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round
until they spend an action patting, rolling, or smothering the flames.
-SUPERNAL 5 (15)
+### SUPERNAL 5 (15)
Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
@@ -23061,7 +23061,7 @@
GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.
-SYNTHETIC PERSON 5 (15)
+### SYNTHETIC PERSON 5 (15)
Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
@@ -23105,7 +23105,7 @@
GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
-THUNDERING BEHEMOTH 7 (21)
+### THUNDERING BEHEMOTH 7 (21)
When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
@@ -23152,7 +23152,7 @@
GM Intrusion: The character avoids being bitten but is batted away by the behemoth'sattack, tumbling a short distance
(and taking 5 points of damage).
-VACUUM FUNGUS 5 (15)
+### VACUUM FUNGUS 5 (15)
Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
@@ -23191,7 +23191,7 @@
GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's
out of turn.
-WHARN INTERCEPTOR 8 (24)
+### WHARN INTERCEPTOR 8 (24)
Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
@@ -23238,7 +23238,7 @@
GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage
to everyone on board.
-WRAITH 4 (12)
+### WRAITH 4 (12)
Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
@@ -23277,7 +23277,7 @@
GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of
ambient damage and contract radiation sickness.
-ZERO-POINT PHANTOM 3 (9)
+### ZERO-POINT PHANTOM 3 (9)
Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
@@ -23317,7 +23317,7 @@
GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by
two steps for characters unable to see in the dark.
-ADDITIONAL SCIENCE FICTION EQUIPMENT
+### ADDITIONAL SCIENCE FICTION EQUIPMENT
In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
@@ -23329,14 +23329,14 @@
Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
presented in this chapter are dedicated to those that a single character can carry and use.
-VARIABLE COST BY TECH RATING
+### VARIABLE COST BY TECH RATING
Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
Note, however, that inexpensive items do not become free; they remain inexpensive.
-WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
+### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
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:
@@ -23345,25 +23345,25 @@
• 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.
-EQUIPMENT POWER
+### EQUIPMENT POWER
For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
a clutch situation.
-CUSTOMIZING EQUIPMENT
+### CUSTOMIZING EQUIPMENT
Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
space available, isn't an option. However, a representative cross section is provided. If you're looking for something
that isn't noted, look for something close and adapt the listing
-INEXPENSIVE ITEMS
+### INEXPENSIVE ITEMS
| | |
|------------------------|--------------|
@@ -23411,7 +23411,7 @@
| Rope | Nylon, 50 feet |
| Sleeping bag | |
-EXPENSIVE ITEMS
+### EXPENSIVE ITEMS
| | |
|----------------|---------------------------------------------------------------------------------------|
@@ -23480,18 +23480,18 @@
| Robot servant | Level 3 |
| Small spaceship | Level 4 |
-EQUIPMENT LISTING
+### EQUIPMENT LISTING
-COMMUNICATION
+### COMMUNICATION
-LIGHTSPEED COMMUNICATION DELAYS
+### LIGHTSPEED COMMUNICATION DELAYS
For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
between those two locations. Double times for two-way communication
-LIGHT DELAY TABLE
+### LIGHT DELAY TABLE
| Location | AU | Light Delay |
|-------------------|------|-------------|
@@ -23511,7 +23511,7 @@
| Outer Oort Cloud | 100k | 19 months |
| Proxima Centauri | 269k | 4.2 years |
-CONTEMPORARY
+### CONTEMPORARY
Smartphone
@@ -23540,7 +23540,7 @@
As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
providing planetary range.
-ADVANCED
+### ADVANCED
Communicator, badge/ring
@@ -23601,7 +23601,7 @@
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
+### FANTASTIC
Mind's eye
@@ -23622,12 +23622,12 @@
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.
-SENSE-ENHANCING TOOLS
+### SENSE-ENHANCING TOOLS
Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
the mind's eye implant.
-CONTEMPORARY
+### CONTEMPORARY
Binoculars
@@ -23673,7 +23673,7 @@
columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
analysis task where perception could provide additional information, though analysis requires several hours or more.
-ADVANCED
+### ADVANCED
Hand scanner
@@ -23721,7 +23721,7 @@
controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-FANTASTIC
+### FANTASTIC
Multicorder
@@ -23757,12 +23757,12 @@
tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-APPAREL & ARMOR
+### APPAREL & ARMOR
Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
footwear suitable to their environment. CONTEMP
-CONTEMPORARY
+### CONTEMPORARY
Cold weather gear
@@ -23790,7 +23790,7 @@
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
+### CONTEMPORARY ARMOR
Leather jacket
@@ -23825,7 +23825,7 @@
Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
of armor at a time, but you can have many sources of Armor, theoretically.
-ADVANCED
+### ADVANCED
Safesuit, space
@@ -23933,7 +23933,7 @@
self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
breach is not catastrophically large.
-TAKING DAMAGE IN A SPACE SUIT
+### TAKING DAMAGE IN A SPACE SUIT
Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
@@ -23942,7 +23942,7 @@
advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
treated as if in vacuum.
-ADVANCED ARMOR
+### ADVANCED ARMOR
Armored bodysuit
@@ -23995,7 +23995,7 @@
Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-FANTASTIC
+### FANTASTIC
Breather, vacuum
@@ -24027,7 +24027,7 @@
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.
-FANTASTIC ARMOR
+### FANTASTIC ARMOR
Force field, quick
@@ -24101,9 +24101,9 @@
triggered, result in friendly fire).
-UTILITY GEAR
+### UTILITY GEAR
-CONTEMPORARY
+### CONTEMPORARY
Duct tape roll
@@ -24234,7 +24234,7 @@
few minutes but grants an asset to tasks related to disguise and impersonation.
-ADVANCED
+### ADVANCED
Everlight
@@ -24330,7 +24330,7 @@
supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
amount of material that must otherwise be carried.
-FANTASTIC
+### FANTASTIC
Carryall pack
@@ -24368,13 +24368,13 @@
object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
replicated object can be converted back to its base state as a separate action.
-HEALTH CARE AND NUTRITION
+### HEALTH CARE AND NUTRITION
Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
robotic healing kits or automated hospital devices.
-CONTEMPORARY
+### CONTEMPORARY
Trail rations (1 day)
@@ -24399,7 +24399,7 @@
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
+### ADVANCED
Cold sober
@@ -24532,7 +24532,7 @@
recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
the most minor of treatments.
-FANTASTIC
+### FANTASTIC
Nano tab, general
@@ -24586,9 +24586,9 @@
effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
solar standard month.
-ROBOTS & AI
+### ROBOTS & AI
-CONTEMPORARY
+### CONTEMPORARY
Electronic assistant
level 2 (6)
@@ -24628,7 +24628,7 @@
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.
-ADVANCED
+### ADVANCED
Auton
@@ -24699,7 +24699,7 @@
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
+### FANTASTIC
Synth
level 3 (9)
@@ -24750,13 +24750,13 @@
apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
object.
-RECREATION
+### RECREATION
Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
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
+### CONTEMPORARY
Book
level 2 (6)
@@ -24788,7 +24788,7 @@
ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-ADVANCED
+### ADVANCED
Sidekick sphere
@@ -24810,7 +24810,7 @@
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.
-FANTASTIC
+### FANTASTIC
Tattoo, living
@@ -24831,11 +24831,11 @@
ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
put users back into their right minds gradually.
-ARMAMENTS LISTING
+### ARMAMENTS LISTING
A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-ARMAMENT AMMUNITION & CHARGE
+### ARMAMENT AMMUNITION & CHARGE
Weapons require ammunition ("ammo"), whether that's 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
@@ -24850,7 +24850,7 @@
Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-CONTEMPORARY
+### CONTEMPORARY
Ammo (box of 50 rounds)
@@ -24860,7 +24860,7 @@
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
+### ADVANCED/FANTASTIC
Energy pack (50 shots)
level 1 (3)
@@ -24883,12 +24883,12 @@
A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
the GM intrusion range on the last ricochet attack would be 17 on the d20.
-MELEE WEAPONS
+### MELEE WEAPONS
Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
weapon. Most contemporary melee weapons rely on the strength of the wielder.
-CONTEMPORARY
+### CONTEMPORARY
Knife, simple
@@ -24939,7 +24939,7 @@
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
+### ADVANCED
Power fist
@@ -24976,7 +24976,7 @@
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
+### FANTASTIC
Plasma saber
@@ -24988,12 +24988,12 @@
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
target's Armor (except from force fields).
-RANGED WEAPONS
+### 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.
-CONTEMPORARY
+### CONTEMPORARY
Bow
@@ -25089,7 +25089,7 @@
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
+### ADVANCED
Grenade, sonic
level 4 (12)
@@ -25189,7 +25189,7 @@
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
+### FANTASTIC
Blaster, light
@@ -25265,12 +25265,12 @@
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.
-EQUIPMENT AND WEAPONS AS ARTIFACTS
+### EQUIPMENT AND WEAPONS AS ARTIFACTS
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
@@ -25340,7 +25340,7 @@
Depletion: 1 × number of previous uses in 1d20
-WEAPONS
+### WEAPONS
Artifacts that can be used as weapons, though some have other uses as well.
@@ -25416,13 +25416,13 @@
Depletion: 1 in 1d20
-SCIENCE FICTION ARTIFACTS
+### SCIENCE FICTION ARTIFACTS
Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
not have spread everywhere.
-AMBER CASEMENT
+### AMBER CASEMENT
Level: 1d6 + 4
@@ -25433,7 +25433,7 @@
Depletion: 14 in 1d6
-METABOLISM BUD
+### METABOLISM BUD
Level: 1d6
@@ -25445,7 +25445,7 @@
Depletion: —
-MIND IMAGER
+### MIND IMAGER
Level: 1d6 + 2
@@ -25455,7 +25455,7 @@
Depletion: 1 in 1d20
-PSYCHIC CRYSTAL
+### PSYCHIC CRYSTAL
Level: 1d6 + 4
@@ -25467,7 +25467,7 @@
Depletion: 1 in 1d10
-REPAIR SPHERE
+### REPAIR SPHERE
Level: 1d6 + 2
@@ -25483,7 +25483,7 @@
Depletion: 1 in 1d100
-VEHICLES & SPACECRAFT
+### VEHICLES & SPACECRAFT
Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
guidance here regarding "vehicles" also applies to spacecraft.
@@ -25494,24 +25494,24 @@
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 vehicle's tech rating. However, the
price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's 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
rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
power source, too.
-PRICELESS PRICE CATEGORY
+### PRICELESS PRICE CATEGORY
A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
similar entity appropriate to the setting, to acquire or build.
-FIGHTING IN A VEHICLE
+### FIGHTING IN A VEHICLE
If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
@@ -25522,7 +25522,7 @@
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
+### DRIVERLESS VEHICLES
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 vehicle's level, though all such self-driving tasks are
@@ -25532,7 +25532,7 @@
control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
are not subject to the task hindrance that more basic driverless vehicles suffer.
-LOOKING FOR MORE VEHICLE OPTIONS
+### LOOKING FOR MORE VEHICLE OPTIONS
A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
close and adapt the listing.
@@ -25540,16 +25540,16 @@
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
+### PLANETARY VEHICLE LISTING
-CYCLES
+### CYCLES
-CONTEMPORARY
+### CONTEMPORARY
Motorcycle, dirt bike
@@ -25571,7 +25571,7 @@
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.
-ADVANCED
+### ADVANCED
Motorcycle, battle
@@ -25609,7 +25609,7 @@
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.
-FANTASTIC
+### FANTASTIC
Hover speedster
@@ -25657,11 +25657,11 @@
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 isn't top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
-WHEELED VEHICLE GM INTRUSIONS
+### WHEELED VEHICLE GM INTRUSIONS
| d10 | Intrusion |
|-----|---------------------------------------------------------------------------------------------------------------------------------|
@@ -25676,7 +25676,7 @@
| 09 | Vehicle's brakes freezes. |
| 10 | Vehicle's tire unexpectedly blows out. |
-CONTEMPORARY
+### CONTEMPORARY
Car, used
@@ -25720,7 +25720,7 @@
truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-ADVANCED
+### ADVANCED
Hovercar
@@ -25765,7 +25765,7 @@
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
+### FANTASTIC
Car, flying
level 5 (15)
@@ -25786,9 +25786,9 @@
prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
power reserves remain intact).
-AIRCRAFT
+### AIRCRAFT
-HOVERING AND FLYING VEHICLE GM INTRUSIONS
+### HOVERING AND FLYING VEHICLE GM INTRUSIONS
| d10 | Intrusion |
|-----|--------------------------------------------------------------------------------------------------------|
@@ -25803,7 +25803,7 @@
| 09 | Vehicle runs out of fuel or power while inflight |
| 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-CONTEMPORARY
+### CONTEMPORARY
Airplane, basic
@@ -25835,7 +25835,7 @@
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
+### ADVANCED
Cloud surfing board
level 1 (3)
@@ -25895,7 +25895,7 @@
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
+### FANTASTIC
Hoverboard
level 2 (6)
@@ -25939,9 +25939,9 @@
on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
between planets or even stars, like small versions of stellar gates.
-SEACRAFT
+### SEACRAFT
-SEACRAFT GM INTRUSIONS
+### SEACRAFT GM INTRUSIONS
| d10 | Intrusion |
|-----|----------------------------------------------------------------------------------------------------------|
@@ -25956,7 +25956,7 @@
| 09 | Character(s) fall overboard. |
| 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
-CONTEMPORARY
+### CONTEMPORARY
Jet ski
@@ -26040,7 +26040,7 @@
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
+### ADVANCED
Sub, waterglide
level 4 (12)
@@ -26068,7 +26068,7 @@
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
+### FANTASTIC
Manta
@@ -26079,9 +26079,9 @@
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
+### MECHS AND TANKS
-CONTEMPORARY
+### CONTEMPORARY
Tank
@@ -26093,7 +26093,7 @@
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.
-ADVANCED
+### ADVANCED
Mech, loader
@@ -26127,7 +26127,7 @@
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.
-FANTASTIC
+### FANTASTIC
Colossal battle mech
@@ -26142,7 +26142,7 @@
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
@@ -26154,7 +26154,7 @@
spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
hazards.
-SPACECRAFT GM INTRUSIONS
+### SPACECRAFT GM INTRUSIONS
| d10 | Intrusion |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -26169,7 +26169,7 @@
| 09 | External operations lead to a character being bucked off craft into empty space. |
| 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-SPACECRAFT UPKEEP
+### 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.
@@ -26182,9 +26182,9 @@
| 8-9 | Exorbitant |
| 10 | Priceless |
-TRAVEL TIMES
+### TRAVEL TIMES
-SOLAR SYSTEM TRAVEL TIMES
+### SOLAR SYSTEM TRAVEL TIMES
| Origin | Destination | Travel Time Nuclear Plasma |
|---------------|-----------------------|-----------------------------|
@@ -26198,7 +26198,7 @@
| Uranus | Neptune | 100 +1d20 days |
| Neptune | Pluto | 100 +1d20 days |
-RETROFITTING POWER AND DRIVES
+### RETROFITTING POWER AND DRIVES
Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
in order to give them the ability to move further. The main reason to do this is that such ships cost much less,
@@ -26206,7 +26206,7 @@
rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-CONTEMPORARY POWER
+### 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.
@@ -26216,7 +26216,7 @@
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.
-CONTEMPORARY DRIVES
+### CONTEMPORARY DRIVES
Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
@@ -26227,15 +26227,15 @@
ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
around the solar system, if perfected.
-ADVANCED
+### ADVANCED
-ADVANCED POWER
+### ADVANCED POWER
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).
-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.
@@ -26244,9 +26244,9 @@
thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
the fusion product as an exhaust to provide thrust.
-FANTASTIC
+### 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
@@ -26260,7 +26260,7 @@
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.
-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
@@ -26285,7 +26285,7 @@
minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
matter the distance traveled, or the objective time noted by external observers.
-PIONEER-ERA SPACECRAFT
+### PIONEER-ERA SPACECRAFT
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
@@ -26295,7 +26295,7 @@
trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
don't have weapon systems.
-CONTEMPORARY
+### CONTEMPORARY
Space Capsule
@@ -26332,19 +26332,19 @@
on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
process of many months and another priceless expenditure in cost.
-TORPEDOS IN SPACE COMBAT
+### TORPEDOS IN SPACE COMBAT
Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
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 can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
+### ADVANCED
Wafercraft, exploration
level 1 (3)
@@ -26500,7 +26500,7 @@
access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
essentially geostationary orbit.
-STARSHIPS
+### STARSHIPS
Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
@@ -26509,7 +26509,7 @@
Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-FANTASTIC
+### FANTASTIC
Dagger fighter
@@ -26593,13 +26593,13 @@
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
+### FANTASTIC
Gate, planetary
level 3 (9)
@@ -26656,14 +26656,14 @@
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 it's likely
they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
in 1d20.
-FANTASTIC
+### FANTASTIC
Car, temporal/dimensional
@@ -26684,7 +26684,7 @@
locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
by the pilot. Enormous power requirements require recharge period of several days between each use.
-VEHICLES AS ARTIFACTS
+### VEHICLES AS ARTIFACTS
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
@@ -26692,7 +26692,7 @@
A couple of examples of such artifacts are presented here.
-GATE RING
+### GATE RING
Level: 1d6 + 4
@@ -26706,7 +26706,7 @@
Depletion: Automatic (if gate is formed)
-FRACTAL TRAVELER
+### FRACTAL TRAVELER
Level: 1d6 + 4
@@ -26720,7 +26720,7 @@
Depletion: 1 in 1d6
-STARSHIPS
+### STARSHIPS
Here are a few sample starship types:
@@ -26742,7 +26742,7 @@
fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should
try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)
-EFFECTS OF GRAVITY
+### EFFECTS OF GRAVITY
In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on
spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.
@@ -26770,16 +26770,16 @@
Zero Gravity: It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.
-EFFECTS OF VACUUM
+### EFFECTS OF VACUUM
Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
character moves one step down the damage track each round. However, at the point where they should die, they instead
fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not,
they die.
-TRAVELING THE SOLAR SYSTEM
+### TRAVELING THE SOLAR SYSTEM
-AND ORBITAL MECHANICS
+### AND ORBITAL MECHANICS
In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on
planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple,
@@ -26841,7 +26841,7 @@
In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from
humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.
-ARTIFICIALLY INTELLIGENT
+### ARTIFICIALLY INTELLIGENT
You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there
may be many like you, depending on the setting.
@@ -26878,7 +26878,7 @@
Uncanny Valley: You have a hard time relating to organic beings, and they don't react well to you. All positive
interaction tasks with such beings are hindered by two steps.
-QUINTAR
+### QUINTAR
You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands
end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when
@@ -26898,7 +26898,7 @@
Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).
-SUPERHERO RULES MODULE
+### SUPERHERO RULES MODULE
Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many
ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like
@@ -26917,7 +26917,7 @@
And so on.
-SUGGESTED TYPES FOR A SUPERHERO GAME
+### SUGGESTED TYPES FOR A SUPERHERO GAME
| | |
|----------------------|-------------------------------------------|
@@ -26951,12 +26951,12 @@
Worker: level 2; health 8
-ADDITIONAL SUPERHERO EQUIPMENT
+### ADDITIONAL SUPERHERO EQUIPMENT
Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
"equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
-OPTIONAL RULE: POWER SHIFTS
+### OPTIONAL RULE: POWER SHIFTS
Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
@@ -27004,7 +27004,7 @@
street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
start.
-SUPERPOWERED NPCs AND POWER SHIFTS
+### SUPERPOWERED NPCs AND POWER SHIFTS
NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
@@ -27016,7 +27016,7 @@
Typical NPC supers get three power shifts. Exceptional ones usually have five.
-REALLY IMPOSSIBLE TASKS
+### REALLY IMPOSSIBLE TASKS
In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
"impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
@@ -27031,13 +27031,13 @@
would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
(level 14); or a space monster the size of the moon (level 15).
-SUPERHERO ARTIFACTS
+### SUPERHERO ARTIFACTS
Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
stories. A few examples are below.
-DOCTOR DREAD'S TIME PORTAL
+### DOCTOR DREAD'S TIME PORTAL
Level: 9
@@ -27048,7 +27048,7 @@
Depletion: 1 in 1d20
-SERUM X
+### SERUM X
Level: 1d6 + 2
@@ -27060,7 +27060,7 @@
Depletion: Automatic
-STELLAREX CRYSTAL
+### STELLAREX CRYSTAL
Level: 1d6 + 4
@@ -27072,11 +27072,11 @@
Depletion: 13 in 1d10
-GAMING WITH SUPERPOWERS
+### GAMING WITH SUPERPOWERS
-BUILDING A SUPERHERO
+### BUILDING A SUPERHERO
-POPULAR HEROES IN THE CYPHER SYSTEM
+### POPULAR HEROES IN THE CYPHER SYSTEM
| Character | Summary | Sentence | Archetype |
|-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
@@ -27119,7 +27119,7 @@
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.
-POWER SOURCE
+### POWER SOURCE
As you're 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
@@ -27132,7 +27132,7 @@
If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-POWER ORIGIN TABLE
+### POWER ORIGIN TABLE
| d100 | Origin |
|-------|---------------------------------------------------------------|
@@ -27193,14 +27193,14 @@
Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-STARTING JUST PAST TIER 1
+### STARTING JUST PAST TIER 1
An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
the character they want to play.
-RANDOM SUPERPOWERS
+### RANDOM SUPERPOWERS
The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
@@ -27272,12 +27272,12 @@
| 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
+### AMAZING
You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
@@ -27310,7 +27310,7 @@
4\. You had a hunch that something big was about to go down.
-INCREDIBLE
+### INCREDIBLE
You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
@@ -27342,7 +27342,7 @@
4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-MIGHTY
+### MIGHTY
You have a very impressive physique. Your strength, power, and very importance
@@ -27370,7 +27370,7 @@
4\. An authority figure told you to do this to show you the value of humility.
-SENSATIONAL
+### SENSATIONAL
The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
@@ -27411,7 +27411,7 @@
4\. A supervillain chose to make a scene in the hopes of drawing you out.
-UNCANNY
+### UNCANNY
There's something unusual about you, and it makes other people a little uncomfortable. You know you're
exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
@@ -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.
@@ -27502,7 +27502,7 @@
three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-PRODIGY POWER SHIFTS
+### PRODIGY POWER SHIFTS
Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
@@ -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 game's
start.
-POWER STUNTS
+### POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
Examples:
@@ -27617,7 +27617,7 @@
why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-PERMANENT POWER STUNTS
+### PERMANENT POWER STUNTS
Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
@@ -27631,14 +27631,14 @@
Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
Discovery, Transformation, or Uncover a Secret.
-REALLY IMPOSSIBLE TASKS
+### REALLY IMPOSSIBLE TASKS
The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-FEATS OF STRENGTH
+### FEATS OF STRENGTH
Use the following table to estimate the difficulty of various incredible feats of physical strength.
@@ -27674,7 +27674,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
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
@@ -27698,7 +27698,7 @@
| 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
| 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
-TREMENDOUS LEAPS
+### TREMENDOUS LEAPS
Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
@@ -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 don't 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.
@@ -27737,7 +27737,7 @@
\*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-MODIFYING HIGH-TECH DEVICES
+### MODIFYING HIGH-TECH DEVICES
It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
@@ -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
@@ -27787,14 +27787,14 @@
the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
for only about the first quarter of that time and the "helpers" taking care of the rest.
-CYPHERS AND ARTIFACTS
+### CYPHERS AND ARTIFACTS
In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
effectively with foes that might otherwise be too potent.
-SPECIAL EQUIPMENT
+### SPECIAL EQUIPMENT
Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
@@ -27807,7 +27807,7 @@
shouldn't 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.
@@ -27823,14 +27823,14 @@
| 81-90 | Stunt boost |
| 91-00 | Target boost |
-EFFICACY BOOST
+### EFFICACY BOOST
Level: 1d6 + 1
Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
the cypher is level 5 or higher).
-SHIFT BOOST
+### SHIFT BOOST
Level: 1d6 + 2
@@ -27841,7 +27841,7 @@
one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
power shift to boost.
-STUNT BOOST
+### STUNT BOOST
Level: 1d6 + 2
@@ -27849,9 +27849,9 @@
five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
stunt task.
-ARTIFACTS
+### ARTIFACTS
-DARKEST BOOK
+### DARKEST BOOK
Level: 10
@@ -27875,7 +27875,7 @@
Depletion: —
-OMNI ORB
+### OMNI ORB
Level: 1d6 + 4
@@ -27896,7 +27896,7 @@
and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
transporting a group of PCs 100 miles is probably within the orb's power
-SPACE RING
+### SPACE RING
Level: 1d6 + 1
@@ -27911,9 +27911,9 @@
Depletion: 1 in 1d100 (check each day of flying)
-FAIRYTALE RULES MODULE
+### FAIRYTALE RULES MODULE
-SPECIAL RULES
+### SPECIAL RULES
Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
@@ -28148,7 +28148,7 @@
Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
-GM INTRUSIONS
+### GM INTRUSIONS
GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
all while making the game more interesting and surprising for characters.
@@ -28259,9 +28259,9 @@
</tbody>
</table>
-PLAYING IN A FAIRY TALE GAME
+### PLAYING IN A FAIRY TALE GAME
-PLAYER INTRUSIONS
+### PLAYER INTRUSIONS
A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
@@ -28302,7 +28302,7 @@
If a player has no XP to spend, they can't 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
@@ -28340,9 +28340,9 @@
• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
continue the fight.
-CREATING YOUR CHARACTER
+### CREATING YOUR CHARACTER
-FORM VS. FUNCTION
+### FORM VS. FUNCTION
In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
@@ -28355,7 +28355,7 @@
small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
your character that you want to play.
-SKILLS
+### SKILLS
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 GM's permission). In addition to the suggested skills in the rulebook, useful
@@ -28403,7 +28403,7 @@
ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
interactions.
-TYPE
+### TYPE
Your character's type is the core of who they are and how they interact with their environment, their companions, and
other living creatures they encounter.
@@ -28412,7 +28412,7 @@
Type Name and Flavor Suggestions
-WARRIOR
+### WARRIOR
Huntsman, Skills and knowledge, stealth
@@ -28424,7 +28424,7 @@
Archer, Stealth
-ADEPT
+### ADEPT
King/queen
@@ -28436,7 +28436,7 @@
Magical being (genie, spirit, faerie, and so on)
-EXPLORER
+### EXPLORER
Adventurer
@@ -28452,7 +28452,7 @@
Wolf, Combat Stealth
-SPEAKER
+### SPEAKER
Aristocrat
@@ -28464,7 +28464,7 @@
Trickster, Skills and Knowledge
-DESCRIPTOR
+### DESCRIPTOR
Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
places your character in their current situation or adventure, and helps provide a sense of their motivations.
@@ -28559,7 +28559,7 @@
• Lost
-FOCUS
+### FOCUS
Your focus makes your character unique.
@@ -28748,7 +28748,7 @@
With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-FAIRY TALE CHARACTER ARCS
+### FAIRY TALE CHARACTER ARCS
Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
@@ -28759,14 +28759,14 @@
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.
Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-CURRENCY
+### CURRENCY
In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
@@ -28784,7 +28784,7 @@
moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
something that taxes the PCs and really puts their skills and dedication to the test.
-SIGNATURE ITEMS
+### SIGNATURE ITEMS
In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
very important. They're often unique and handcrafted,
@@ -28792,7 +28792,7 @@
they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
have undergone repairs or have markings that tell something about the character's background.
-APPAREL AND ARMOR
+### APPAREL AND ARMOR
In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
otherwise or unless it is designated as armor),
@@ -28894,7 +28894,7 @@
• Thimble
-CLOTHING
+### CLOTHING
Inexpensive
@@ -28922,7 +28922,7 @@
Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-WEAPONS AND PROTECTIVE GEAR
+### WEAPONS AND PROTECTIVE GEAR
Inexpensive
@@ -28956,7 +28956,7 @@
amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
you could have many things that give you Armor.
-BASIC EQUIPMENT
+### BASIC EQUIPMENT
Inexpensive
@@ -29038,7 +29038,7 @@
Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-TRAVEL
+### TRAVEL
Moderately Priced
@@ -29067,7 +29067,7 @@
Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
vehicle.
-CYPHERS AND ARTIFACTS
+### CYPHERS AND ARTIFACTS
Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
@@ -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.
@@ -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
@@ -29265,7 +29265,7 @@
| 99 | Yonder yarn |
| 00 | Roll on the cypher tables in the Cypher System Rulebook |
-A SELECTION OF FAIRY TALE CYPHERS
+### A SELECTION OF FAIRY TALE CYPHERS
Adderstone
@@ -30434,14 +30434,14 @@
It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
ways to hide themselves (and others) from the yarn's power.
-ARTIFACTS
+### ARTIFACTS
Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-ARTIFACT QUIRKS
+### ARTIFACT QUIRKS
Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
@@ -30594,7 +30594,7 @@
| 97-98 | Tweedledee's umbrella |
| 99-00 | Vicious tankard |
-A SELECTION OF FAIRY TALE ARTIFACTS
+### A SELECTION OF FAIRY TALE ARTIFACTS
A Tisket a Tasket
@@ -31152,7 +31152,7 @@
Depletion: 1 in 1d20 (check each fight)
-BEASTS AND BEINGS
+### BEASTS AND BEINGS
The following creatures and characters are provided to help populate your fairy tale game.
@@ -31400,7 +31400,7 @@
| West Wind |
| Wind children, the |
-MAGICAL ANIMALS
+### MAGICAL ANIMALS
Bear: level 5; health 20; Armor 1; two magical abilities
@@ -31463,7 +31463,7 @@
Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
or might not be living, depending on its nature.
-OF BITE AND CLAW (CREATURES)
+### OF BITE AND CLAW (CREATURES)
The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
snarks.
@@ -31734,7 +31734,7 @@
GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
that person calls for help from out of the Wolf's mouth.
-CRAFTED (CREATURES)
+### CRAFTED (CREATURES)
Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
Pinocchio,
@@ -31858,7 +31858,7 @@
GM intrusion: Death mistakes a character for someone else.
-OF EARTH AND STONE (CREATURES)
+### OF EARTH AND STONE (CREATURES)
Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
@@ -32044,7 +32044,7 @@
Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
cyphers, an artifact, and an elegant or interesting outfit.
-ENCHANTERS OF THE WORLD
+### ENCHANTERS OF THE WORLD
Morgan Le Fay 9 (27)
@@ -32115,7 +32115,7 @@
Depletion: 1 in 1d6
-FEY (CREATURES)
+### FEY (CREATURES)
In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
boggarts, and goblins. There are so many types of fey beings in
@@ -32486,7 +32486,7 @@
Use: The Snow Queen guards the entrance to a place the characters need to enter.
-OF WATER AND WAVES (CREATURES)
+### OF WATER AND WAVES (CREATURES)
Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
areas of the world.
@@ -32752,7 +32752,7 @@
Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or
cypher and prepares to use it.
-WITCHES OF THE WORLD
+### WITCHES OF THE WORLD
Baba Yaga 9 (27)
@@ -32876,7 +32876,7 @@
Loot: Whatever shoes she's wearing (which are very likely an artifact).
-NPCs
+### NPCs
The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
fairy tales.
@@ -33074,7 +33074,7 @@
Movement: Short
Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
-5
+### 5
Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
have a moral code of some sort—it just may not be the code
@@ -33126,7 +33126,7 @@
GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-HORROR RULES MODULE
+### HORROR RULES MODULE
Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other
genres, horror doesn't necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An
@@ -33138,7 +33138,7 @@
Suggested types and additional equipment for a horror setting are the same as in a modern setting.
-ENCYCLOPEDIA OF HORROR MECHANICS
+### ENCYCLOPEDIA OF HORROR MECHANICS
This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
suspenseful. Horror modules are tweaks the GM applies
@@ -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.
@@ -33175,7 +33175,7 @@
• A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
blinding them until they take an action to wipe their eyes clean.
-BAD PENNY
+### BAD PENNY
An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
@@ -33192,7 +33192,7 @@
earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-CHARACTER POSSE
+### CHARACTER POSSE
Every player is given at least two characters to run, each with about the same amount of background and abilities so
they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
@@ -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—they're survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -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, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
@@ -33266,7 +33266,7 @@
Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-HALLUCINATION RESET
+### HALLUCINATION RESET
In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
hallucinating or dreaming it. In some cases, their fear response
@@ -33300,7 +33300,7 @@
something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
know if they should act on their "future memories" of these events or ignore them as falsehoods.
-HORROR MODE
+### HORROR MODE
Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
@@ -33314,7 +33314,7 @@
task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
them feel more vulnerable.
-ESCALATION RATE
+### ESCALATION RATE
<table>
<colgroup>
@@ -33344,7 +33344,7 @@
</tbody>
</table>
-HYSTERIA
+### HYSTERIA
Screaming is a natural reaction when you're frightened, but it's also likely
@@ -33367,7 +33367,7 @@
attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-INSTANT PANIC
+### INSTANT PANIC
Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
@@ -33382,7 +33382,7 @@
person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
it again as an intrusion if the circumstances warrant it.
-IRONMAN
+### IRONMAN
There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
@@ -33395,7 +33395,7 @@
whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
healing cyphers and artifacts, but limit them to the minimum amount.
-LAST SURVIVOR
+### LAST SURVIVOR
Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
@@ -33429,14 +33429,14 @@
everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-MADNESS
+### MADNESS
Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+### PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -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
@@ -33502,7 +33502,7 @@
As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-POOR CHOICES INTRUSIONS
+### POOR CHOICES INTRUSIONS
The following are examples of GM intrusions to use with the Poor Choices module.
@@ -33592,7 +33592,7 @@
• 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 character's body as if it were the demon's own.
The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
@@ -33617,7 +33617,7 @@
Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
the same way that demons do.
-SECRET TWIST
+### SECRET TWIST
It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
@@ -33660,7 +33660,7 @@
sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
separate notes about what the original and the duplicate know.
-SHOCK
+### SHOCK
Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
@@ -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 |
|---------------------------------------------------------------------------------------------------------|----------------|
@@ -33685,7 +33685,7 @@
| Witnessing something supernatural (like a spell) | 5 |
| Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
-UNEASE
+### UNEASE
Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
@@ -33710,7 +33710,7 @@
In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-CONSENT
+### CONSENT
Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
@@ -33730,7 +33730,7 @@
For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
PDF at myMCG.info/consent
-HORROR CREATURES AND NPCs BY LEVEL AND GENRE
+### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
| Level | Name | Genre |
|-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
@@ -34351,7 +34351,7 @@
protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
character's.
-NPCs
+### NPCs
Cannibal 3 (9)
@@ -34422,14 +34422,14 @@
GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-HORROR ARTIFACTS
+### HORROR ARTIFACTS
Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
another way to heighten the tension of the game. Several examples are below.
-BOOK OF INVERSION
+### BOOK OF INVERSION
Level: 8
@@ -34447,7 +34447,7 @@
Depletion: 1 in 1d10
-SHADOW BOX
+### SHADOW BOX
Level: 7
@@ -34462,7 +34462,7 @@
Depletion: 12 in 1d6
-SPHERE 23
+### SPHERE 23
Level: 1d6 + 4
@@ -34476,7 +34476,7 @@
Depletion: 13 in 1d6
-HORROR CYPHERS
+### HORROR CYPHERS
Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
@@ -34492,7 +34492,7 @@
invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
award a new manifest cypher.
-ALIEN CYPHERS
+### ALIEN CYPHERS
| 1-2 | Anathema siren (aliens) |
|-------|------------------------------|
@@ -34506,7 +34506,7 @@
| 17-18 | Primitive doppelganger |
| 19-20 | Visage scrutinizer |
-BODY HORROR CYPHERS
+### BODY HORROR CYPHERS
| 1-2 | Ascendant flesh vivisector |
|-------|----------------------------|
@@ -34520,7 +34520,7 @@
| 17-18 | Primitive doppelganger |
| 19-20 | Reanimator |
-CLASSIC MONSTER CYPHERS
+### CLASSIC MONSTER CYPHERS
| 1 | Anathema siren (cryptids) |
|-------|-----------------------------|
@@ -34538,7 +34538,7 @@
| 18-19 | Silgarho infusion |
| 20 | Unphantomed limb |
-DARK MAGIC AND OCCULT CYPHERS
+### DARK MAGIC AND OCCULT CYPHERS
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
@@ -34550,7 +34550,7 @@
-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) |
|-------|---------------------------------------------|
@@ -34581,7 +34581,7 @@
| 18-19 | Invisibility revealer |
| 20 | Mind swapper |
-MUMMY CYPHERS
+### MUMMY CYPHERS
| 1-6 | Anathema siren (mummies) |
|-------|--------------------------|
@@ -34589,7 +34589,7 @@
| 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) |
|-------|---------------------------|
@@ -34627,14 +34627,14 @@
| 16-18 | Silgarho infusion |
| 19-20 | Wolfsbane potion |
-VAMPIRE CYPHERS
+### VAMPIRE CYPHERS
| 1-6 | Anathema siren (vampire) |
|-------|--------------------------|
| 7-12 | Humanity tester |
| 13-20 | Silgarho infusion |
-WEREWOLF CYPHERS
+### WEREWOLF CYPHERS
| 1-5 | Anathema siren (werewolves) |
|-------|-----------------------------|
@@ -34644,16 +34644,16 @@
-ZOMBIE CYPHERS
+### ZOMBIE CYPHERS
| 1-8 | Anathema siren (undead) |
|-------|-------------------------|
| 9-14 | Reanimator |
| 15-20 | Revenant serum |
-A SELECTION OF HORROR CYPHERS
+### A SELECTION OF HORROR CYPHERS
-ANATHEMA SIREN
+### ANATHEMA SIREN
Level: 1d6 + 2
@@ -34680,7 +34680,7 @@
| 91-95 | Extradimensional creatures |
| 96-00 | Undead |
-ASCENDANT BRAIN VIVISECTOR
+### ASCENDANT BRAIN VIVISECTOR
Level: 1d6 + 4
@@ -34699,7 +34699,7 @@
Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
instigating aggressive behavior.
-ASCENDANT FLESH VIVISECTOR
+### ASCENDANT FLESH VIVISECTOR
Level: 1d6 + 4
@@ -34716,7 +34716,7 @@
Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
features.
-ORRUPTED CANOPIC JAR
+### ORRUPTED CANOPIC JAR
Level: 1d6 + 1
@@ -34725,7 +34725,7 @@
Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-ECAPITATIVE LONGEVITY
+### ECAPITATIVE LONGEVITY
Level: 1d6 + 4
@@ -34744,7 +34744,7 @@
When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
someone can carefully sever the head from the body, which doesn't harm the head.
-GHOST DETECTOR
+### GHOST DETECTOR
Level: 1d6 + 1
@@ -34757,7 +34757,7 @@
in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
cypher remains active for ten minutes per cypher level.
-GHOST TRAP
+### GHOST TRAP
Level: 1d6 + 2
@@ -34771,7 +34771,7 @@
Ghosts in a trap can be permanently stored in a ghost vault.
-HOMUNCULUS FLASK
+### HOMUNCULUS FLASK
Level: 1d6 + 1
@@ -34785,7 +34785,7 @@
Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-HORRIFIC ARM
+### HORRIFIC ARM
Level: 1d6 + 1
@@ -34798,7 +34798,7 @@
attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-HORRIFIC EYE
+### HORRIFIC EYE
Level: 1d6 + 1
@@ -34811,7 +34811,7 @@
surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
becomes nonfunctional). The eye lasts for one day per cypher level.
-HORRIFIC FACE
+### HORRIFIC FACE
Level: 1d6 + 1
@@ -34826,7 +34826,7 @@
creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
days if the cypher is level 6 or higher).
-HORRIFIC INTEGRATED WEAPON
+### HORRIFIC INTEGRATED WEAPON
Level: 1d6 + 3
@@ -34845,7 +34845,7 @@
| 13-16 | Light handgun |
| 17-20 | Medium handgun |
-HORRIFIC ORIFICE
+### HORRIFIC ORIFICE
Level: 1d6 + 3
@@ -34860,7 +34860,7 @@
Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
control their mind by inserting data devices into the orifice.
-HUMANITY TESTER
+### HUMANITY TESTER
Level: 1d6 + 4
@@ -34876,7 +34876,7 @@
multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
kind of fake
-INSANITY SUPPRESSOR
+### INSANITY SUPPRESSOR
Level: 1d6
@@ -34888,7 +34888,7 @@
make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
each day that has passed since the cypher was used.
-INVISIBILITY REVEALER
+### INVISIBILITY REVEALER
Level: 1d6 + 4
@@ -34898,7 +34898,7 @@
point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
those outside the area become visible if they enter the area.
-INVISIBILITY SERUM
+### INVISIBILITY SERUM
Level: 1d6 + 2
@@ -34916,7 +34916,7 @@
The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
Many users have become "stuck" in the invisible state and eventually go mad as a result.
-MIND SWAPPER
+### MIND SWAPPER
Level: 1d6 + 2
@@ -34933,7 +34933,7 @@
Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
trouble in the user's body.
-PRIMITIVE DOPPELGANGER
+### PRIMITIVE DOPPELGANGER
Level: 1d6 + 1
@@ -34949,7 +34949,7 @@
Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-REANIMATOR
+### REANIMATOR
Level: 1d6 + 2
@@ -34959,7 +34959,7 @@
the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
one round if level 6 or higher).
-REVENANT SERUM
+### REVENANT SERUM
Level: 1d6 + 4
@@ -34975,7 +34975,7 @@
to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-SILGARHO INFUSION
+### SILGARHO INFUSION
Level: 1d6
@@ -34994,7 +34994,7 @@
Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
turns skin purple or purple-grey
-UNPHANTOMED LIMB
+### UNPHANTOMED LIMB
Level: 1d6
@@ -35010,7 +35010,7 @@
points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
lasts for one day per cypher level.
-VISAGE SCRUTINIZER
+### VISAGE SCRUTINIZER
Level: 1d6 + 2
@@ -35023,7 +35023,7 @@
a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
lower than the cypher's level. The cypher lasts for one hour.
-WOLFSBANE POTION
+### WOLFSBANE POTION
Level: 1d6
@@ -35037,7 +35037,7 @@
werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
regenerating for several minutes.
-USING GM INTRUSIONS IN HORROR MODE
+### USING GM INTRUSIONS IN HORROR MODE
With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
@@ -35067,7 +35067,7 @@
(GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
that should be based on the situation.)
-OPTIONAL RULE: MADNESS
+### OPTIONAL RULE: MADNESS
Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
@@ -35102,14 +35102,14 @@
their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
simple things.
-ROMANCE RULES MODULE
+### ROMANCE RULES MODULE
Like horror, romance doesn't automatically suggest a setting. It is more of a mood, or more specifically an approach, to
how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.
Suggested types and additional equipment for a romance setting are the same as in a modern setting
-CONSENT AND BOUNDARIES
+### CONSENT AND BOUNDARIES
You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
@@ -35130,7 +35130,7 @@
For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
PDF at myMCG.info/consent
-THE CHECK-IN
+### THE CHECK-IN
It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
@@ -35148,7 +35148,7 @@
The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
-OPTIONAL RULE: INFATUATION
+### OPTIONAL RULE: INFATUATION
When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
@@ -35161,7 +35161,7 @@
Infatuation can happen whether the PC is attracted to an NPC or a PC.
-OPTIONAL RULES: RELATIONSHIP LEVELS
+### OPTIONAL RULES: RELATIONSHIP LEVELS
When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
@@ -35187,7 +35187,7 @@
far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
in these situations the connection between any two individuals should have its own level.)
-ROMANTIC RELATIONSHIP LEVELS
+### ROMANTIC RELATIONSHIP LEVELS
| | |
|-------|---------------------------------------------------------------------|
@@ -35219,7 +35219,7 @@
relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
and decreased just as it can with a romantic relationship.
-PLATONIC RELATIONSHIP LEVELS
+### PLATONIC RELATIONSHIP LEVELS
| | |
|-------|-------------------------------------------------------------------------------------|
@@ -35235,7 +35235,7 @@
| 9 | A friendship for the ages. |
| 10 | A bond that transcends time and space. |
-POST-APOCALYPTIC
+### POST-APOCALYPTIC
Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that
follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At
@@ -35246,7 +35246,7 @@
long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
something as prosaic as a global disease pandemic.
-SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
+### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
| | |
|----------|--------------------------------|
@@ -35272,12 +35272,12 @@
Survivor, typical: level 3
-ADDITIONAL POST-APOCALYPTIC EQUIPMENT
+### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
be available in trade from other survivors, or in the rare trade town.
-INEXPENSIVE ITEMS
+### INEXPENSIVE ITEMS
| | |
|--------------|-----------------|
@@ -35314,7 +35314,7 @@
| Padlock with keys | |
| Portable lamp, solar | |
-EXPENSIVE ITEMS
+### EXPENSIVE ITEMS
| | |
|----------------------------|--------------------------------------------------------------------|
@@ -35324,7 +35324,7 @@
| Radiation tent | Prevents radiation damage for three days |
| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for twelve hours |
-SCAVENGING
+### SCAVENGING
Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
safety.
@@ -35363,7 +35363,7 @@
Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
often it can be disassembled and used as parts to create something else.
-USEFUL STUFF
+### USEFUL STUFF
<table>
<colgroup>
@@ -35451,7 +35451,7 @@
</tbody>
</table>
-JUNK
+### JUNK
<table>
<colgroup>
@@ -35491,13 +35491,13 @@
</tbody>
</table>
-POST-APOCALYPTIC ARTIFACTS
+### POST-APOCALYPTIC ARTIFACTS
Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
related to some kind of alien invasion, artifacts would include even stranger items.
-AUTODOC
+### AUTODOC
Level: 1d6
@@ -35508,7 +35508,7 @@
Depletion: 1 in 1d10
-ENVIROSCANNER
+### ENVIROSCANNER
Level: 1d6
@@ -35521,7 +35521,7 @@
Depletion: 1 in 1d10 (check per use of scanning function)
-MILITARY EXOSKELETON
+### MILITARY EXOSKELETON
Level: 1d6 + 1
@@ -35532,7 +35532,7 @@
Depletion: 1 in 1d10
-ROCKET FIST
+### ROCKET FIST
Level: 1d6 + 2
@@ -35543,7 +35543,7 @@
Depletion: 1 in 1d10
-ROCKET-PROPELLED GRENADE
+### ROCKET-PROPELLED GRENADE
Level: 1d6 + 3
@@ -35554,7 +35554,7 @@
Depletion: 1 in 1d6
-TERAHERTZ SCANNER
+### TERAHERTZ SCANNER
Level: 1d6 + 1
@@ -35571,7 +35571,7 @@
In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
-MORLOCK
+### MORLOCK
You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
@@ -35607,7 +35607,7 @@
4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
needed to repair a failing ancient system.
-ROACH
+### ROACH
You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
@@ -35669,7 +35669,7 @@
to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
rightfully amazed (and perhaps somewhat terrified).
-NATURE OF FAERIE
+### NATURE OF FAERIE
Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
@@ -35723,7 +35723,7 @@
Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
damage per round; troll regains 3 points of health per round
-FAIRY TALE ARTIFACTS
+### FAIRY TALE ARTIFACTS
Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
@@ -35749,7 +35749,7 @@
ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
(although a game set in feudal Japan with orcs and magic could be fascinating).
-SUGGESTED TYPES FOR A HISTORICAL GAME
+### SUGGESTED TYPES FOR A HISTORICAL GAME
| | |
|-------------------------------|---------------------------------------------------------------------|
@@ -35829,7 +35829,7 @@
a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
a different genre.
-RUNNING A HISTORICAL GAME
+### RUNNING A HISTORICAL GAME
Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
@@ -35850,7 +35850,7 @@
prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
Medieval Europe, and the American Old West.
-HISTORICAL ARTIFACTS
+### HISTORICAL ARTIFACTS
The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
@@ -35865,7 +35865,7 @@
this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and
civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.
-UNDERSTANDING THE LISTINGS
+### UNDERSTANDING THE LISTINGS
Every creature is presented by name, followed by a standard template that includes the following categories.
@@ -35938,7 +35938,7 @@
GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature.
It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-NORMAL ANIMALS
+### NORMAL ANIMALS
Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just
their level and maybe one or two other stats.
@@ -35959,7 +35959,7 @@
Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-FANTASY CREATURES AND NPCs BY LEVEL
+### FANTASY CREATURES AND NPCs BY LEVEL
| Level | Name |
|-------|------------------------|
@@ -36079,7 +36079,7 @@
\* Creature or NPC found in the Cypher System
-BIGGER AND TOUGHER
+### BIGGER AND TOUGHER
If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
@@ -36087,7 +36087,7 @@
A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-OTHER CREATURES AND NPCs FOR A FANTASY GAME
+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
Bat: level 1
@@ -36196,9 +36196,9 @@
Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-CREATURES
+### CREATURES
-ABOMINATION 5 (15)
+### ABOMINATION 5 (15)
An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always
@@ -36235,7 +36235,7 @@
GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
-BASILISK 5 (15)
+### BASILISK 5 (15)
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
@@ -36287,7 +36287,7 @@
GM intrusion: Thebasilisk strikes quickly,biting the same creaturetwice on its turn.
-BLACKGUARD 6 (18)
+### BLACKGUARD 6 (18)
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
@@ -36347,7 +36347,7 @@
GM intrusions:The blackguard's weaponflares with unholy power,inflicting an additional6 points of damage(ignores
Armor).A slain blackguardrises as an undead or ispossessed by a demonand continues to figh
-CAMBION 5 (15)
+### CAMBION 5 (15)
Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
@@ -36394,7 +36394,7 @@
GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-CHIMERA 6 (18)
+### CHIMERA 6 (18)
Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations.
The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very
@@ -36435,7 +36435,7 @@
GM intrusion: The chimera grabs a character it bites and flies off with the victim
-CHRONOPHAGE 4 (12)
+### CHRONOPHAGE 4 (12)
These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear
in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a
@@ -36480,7 +36480,7 @@
space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them,
hindering all actions for a round.
-CORRUPT MAGE 7 (21)
+### CORRUPT MAGE 7 (21)
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
@@ -36544,7 +36544,7 @@
fragmentsof the mage's intelligenceand immediately attack.The mage's attack spellis incredibly painful,stunning the
characterfor one round if they faila Might defense roll.
-CYCLOPS 7 (21)
+### CYCLOPS 7 (21)
Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
@@ -36592,7 +36592,7 @@
A character struckby the cyclops's fist isgrabbed and stuffed inthe creature's sack.
-DEEP ONE 4 (12)
+### DEEP ONE 4 (12)
Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for
human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater
@@ -36634,7 +36634,7 @@
*GM intrusion:* The deep one produces a net and throws it over the character. The only physical action the victim can
take is to try to get free, as either a Might-based or a Speed-based action.
-DEINONYCHUS 3 (9)
+### DEINONYCHUS 3 (9)
Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn't care if its prey gets the proper
terminology sorted. Meat tastes like meat. The "terrible claw" these carnivores are named after refers to their massive,
@@ -36673,7 +36673,7 @@
GM intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an
ambush with more deinonychus.
-DEMIGOD 9 (27)
+### DEMIGOD 9 (27)
Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called
demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are
@@ -36717,7 +36717,7 @@
artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the
character.
-DEMON 5 (15)
+### DEMON 5 (15)
Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned
away, forging a being of spite and hate.
@@ -36769,7 +36769,7 @@
from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only
after the first round of possession.
-DEMON LORD 9 (27)
+### DEMON LORD 9 (27)
Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
@@ -36826,7 +36826,7 @@
The demon lord createsa portal and retreatsto its own dimension;the portal remainsopen for one round
-DEVIL 4 (12)
+### DEVIL 4 (12)
Devils are manifest evil. As "native fauna" of various tortuous nether realms, devils come in many forms, though most
are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink
@@ -36867,7 +36867,7 @@
GM intrusion: A devil anticipates the character's melee attack and brings its wing down "just so" on the attacker's
weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.
-DJINNI 7 (21)
+### DJINNI 7 (21)
Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
can be good, evil, or unconcerned about the fates and doings of others.
@@ -36912,7 +36912,7 @@
fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m)
from where they started.
-DRAGON 7 (21)
+### DRAGON 7 (21)
Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular
basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in
@@ -37009,7 +37009,7 @@
GM intrusion: A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round
until they use an action patting, rolling, or smothering the flames.
-EARTH ELEMENTAL 5 (15)
+### EARTH ELEMENTAL 5 (15)
An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape
and expand the destruction further.
@@ -37043,7 +37043,7 @@
GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
or be covered in an avalanche from a collapsing structure or cliff face.
-ELEMENTAL, AIR 4 (12)
+### 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.
@@ -37084,7 +37084,7 @@
GM intrusion: Aviolent blast of winddisarms a characterand sends whateverthey were holding up toa long distance
away(depending on theobject's size and weight).
-ELEMENTAL, THORN 6 (18)
+### ELEMENTAL, THORN 6 (18)
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
@@ -37128,7 +37128,7 @@
before they strangle. Each round after thefirst in which they fail to break the noose, they move down one step on the
damage track.
-ELEMENTAL, WATER 4 (12)
+### ELEMENTAL, WATER 4 (12)
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.
@@ -37167,7 +37167,7 @@
GM intrusion: The forceof the elemental's attackknocks over a character,sweeps them a shortdistance away, or both.
-ENTHRALLER 6 (18)
+### ENTHRALLER 6 (18)
Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who
had the misfortune to land on the enthraller homeworld. Leapfrogging technological prowess by mentally commandeering the
@@ -37225,7 +37225,7 @@
GM intrusion: The enthraller's intrusion into the character's mind stirs up forgotten memories. The character must deal
with the contents of these memories and perhaps why they were repressed.
-EVIL PRIEST 7 (21)
+### EVIL PRIEST 7 (21)
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
@@ -37288,7 +37288,7 @@
The evil priest ignores, avoids, or immediately recovers from an attack that would have killed orgreatly harmed them.
-FAERIE 3 (9)
+### FAERIE 3 (9)
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
@@ -37339,7 +37339,7 @@
another
important possession.
-FALLEN ANGEL 5 (15)
+### FALLEN ANGEL 5 (15)
Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels
are tempted into impure acts. Those who stray too far over the line may fall from higher realms and be forced to walk
@@ -37386,7 +37386,7 @@
activate in a
less-than-ideal fashion.
-FUSION HOUND 3 (9)
+### FUSION HOUND 3 (9)
In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion
hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing
@@ -37429,7 +37429,7 @@
GM intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten
minutes.
-GHOST 4 (12)
+### GHOST 4 (12)
Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the
@@ -37479,7 +37479,7 @@
GM intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on
an Intellect-based task to push it out. While possessed, the character acts just like the ghost did when it was alive.
-GHOUL 4 (12)
+### GHOUL 4 (12)
Ghouls spend almost as much time beneath the ground as corpses do, but ghouls are very much alive. Their bodies are
hairless and so porcelain-smooth that their faces are sometimes mistaken for masks, albeit gore-smeared masks. Ghouls
@@ -37523,7 +37523,7 @@
GM intrusion: The ghoul spits in the character's eye, directly introducing the paralytic into the victim's bloodstream.
The victim's Might defense roll to avoid becoming paralyzed is hindered.
-GIANT 7 (21)
+### GIANT 7 (21)
Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall,
giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so
@@ -37568,7 +37568,7 @@
GM intrusion: The giant's blow sprains one of the character's limbs, making it useless for ten minutes.
-GIANT RAT 3 (9)
+### GIANT RAT 3 (9)
Giant rats are as large as big attack dogs, just as vicious, and more wily. Some giant rats are the lone matriarchs of a
pack of ordinary level 1 rats, and others are just one of several making up a colony of oversized rodents. Like their
@@ -37599,7 +37599,7 @@
GM intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the
high-pitched squeaking of a giant rat.
-GIANT SNAKE 4 (12)
+### GIANT SNAKE 4 (12)
Those about to stumble into the presence of a giant snake at least 50 feet (15 m) long are warned by the skin it shed
and discarded and by the cracked, slippery bones of digested victims.
@@ -37639,7 +37639,7 @@
paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll
to throw off the effects of the poison early.
-GIANT SPIDER 3 (9)
+### GIANT SPIDER 3 (9)
Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin,
they're terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size
@@ -37706,7 +37706,7 @@
GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
one step down the damage track.
-GOLEM 6 (18)
+### GOLEM 6 (18)
Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may
also serve as soldiers, couriers, and banner-bearers. Golems that have accomplished their task may spend years without
@@ -37751,7 +37751,7 @@
GM intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The
victim must break or slip free, or else they remain in the golem's grip.
-GORGON 5 (15)
+### GORGON 5 (15)
Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
@@ -37797,7 +37797,7 @@
GM intrusion: A character glimpsesa gorgon's eyes, and a sheen of stone covers their body for one minute, during which
time they gain +1 to Armor but can't move farther than an immediate distance in one round.
-GREY 4 (12)
+### GREY 4 (12)
Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances
that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct
@@ -37851,7 +37851,7 @@
body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of
ambient damage from the psychic radiation each round they remain there.
-HAG 6 (18)
+### HAG 6 (18)
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
@@ -37916,7 +37916,7 @@
GM intrusion: A creature becomes afraid and reluctant to oppose the hag, hindering all actions against the hag by two
steps for one day.
-HARPY 3 (9)
+### HARPY 3 (9)
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
@@ -37964,7 +37964,7 @@
GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
throws away or flees with the stolen item
-HOLLOW KNIGHT 4 (12)
+### HOLLOW KNIGHT 4 (12)
In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
@@ -38011,7 +38011,7 @@
GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
7 Might task is required to pry it loose
-HYDRA 7 (21)
+### HYDRA 7 (21)
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 beast's most discomfiting feature
@@ -38058,14 +38058,14 @@
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.
-JOTUNN (NORSE GIANT)
+### JOTUNN (NORSE GIANT)
Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-JOTUNN, FIRE 6 (18)
+### JOTUNN, FIRE 6 (18)
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
@@ -38110,7 +38110,7 @@
GM intrusion: The jotunn's attack inflicts a serious burn, making a limb useless for an hour or until healed.
-JOTUNN, FROST 6 (18)
+### JOTUNN, FROST 6 (18)
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
@@ -38157,7 +38157,7 @@
GM intrusion: The jotunn's attack numbs one of the character's limbs, hindering all actions with it by two steps until
it is healed.
-KAIJU 10 (30)
+### KAIJU 10 (30)
Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of
these colossal creatures are rare events that usually don't last for more than a few days. In that sense, they're akin
@@ -38216,7 +38216,7 @@
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.
-KILLER CLOWN 5 (15)
+### KILLER CLOWN 5 (15)
A clown—whether it's a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see
one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it
@@ -38296,7 +38296,7 @@
GM intrusion: The clown snatches a weapon, cypher, or other object from the character's hand as a level 6 attack, and if
successful, immediately uses it on the character.
-KILLING WHITE LIGHT 5 (15)
+### KILLING WHITE LIGHT 5 (15)
A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it
closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing
@@ -38343,7 +38343,7 @@
GM intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of
uncertain meaning in the character's flesh before the creature fades like a light bulb switched off.
-LICH 8 (24)
+### LICH 8 (24)
A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
@@ -38402,7 +38402,7 @@
GM intrusions: The lich casts a spell in addition to taking other actions on its turn. The lich uses a cypher, spell, or
other ability to nullify an attack that otherwise would have affected it.
-MANTICORE 6 (18)
+### MANTICORE 6 (18)
A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's 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
@@ -38445,7 +38445,7 @@
GM intrusion: The manticore attacks with its bite, then spins around to lash its opponent with its barbed tail.
-MECHANICAL SOLDIER 4 (12)
+### MECHANICAL SOLDIER 4 (12)
Clockwork automatons powered by steam, these mechanical men patrol about and guard locations of importance to their
makers. Lanky and awkward in their movements, these quasi-humanoid automatons stand almost 8 feet (2 m) tall. In their
@@ -38497,7 +38497,7 @@
GM intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage
to all within immediate range.
-MERFOLK 3 (9)
+### MERFOLK 3 (9)
Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
@@ -38553,7 +38553,7 @@
GM intrusions: The merfolk's weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might
defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character.
-MI-GO 5 (15)
+### MI-GO 5 (15)
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
@@ -38601,7 +38601,7 @@
GM intrusion: Fungal spores from the mi-go's body overcome the character, who must succeed at a Might defense roll or
lose their next turn. The character faces this risk each round they are within immediate distance of the creature.
-MINOTAUR 4 (12)
+### MINOTAUR 4 (12)
Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
@@ -38648,7 +38648,7 @@
can resist with a Might or Speed defense roll; if they fail, the minotaur takes them up to a short distance away and
disappears (behind an obstacle, into a maze, or in some other hiding spot)
-MOKUREN 3 (9)
+### MOKUREN 3 (9)
Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only
briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with
@@ -38694,7 +38694,7 @@
the victim is in stasis until the mokuren pulls them free, another creature "pries" them loose, or a day passes and the
effect ends naturally.
-MORLOCK 2 (6)
+### MORLOCK 2 (6)
Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
@@ -38733,7 +38733,7 @@
GM intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight.
-NECROMANCER 5 (15)
+### NECROMANCER 5 (15)
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
@@ -38783,7 +38783,7 @@
in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes
them for 3 points of damage.
-NOBLE KNIGHT 7 (21)
+### NOBLE KNIGHT 7 (21)
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
@@ -38832,7 +38832,7 @@
mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the
knight.
-NUPPEPPO 2 (6)
+### NUPPEPPO 2 (6)
Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They're
spotted in graveyards, battlefields, coroner's offices, and other places where the dead are kept or interred. When
@@ -38879,7 +38879,7 @@
it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed.
In fact, the character might already be incapacitated by the time they wake.
-OGRE 4 (12)
+### OGRE 4 (12)
A bestial brute, the ogre is a sadistic, 8-foot (2 m) tall, cannibalistic fiend that preys upon other creatures in the
woods, mountains, or other wilderness areas. This often pits them against sylvan beings like elves and fey. Ogres
@@ -38927,7 +38927,7 @@
structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or
chamber.
-ORC 2 (6)
+### ORC 2 (6)
Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve
as fodder for more powerful evil overlords. When left to their own devices, these loathsome creatures turn on each
@@ -38984,7 +38984,7 @@
GM intrusion: With a scream of savage glee, five more orcs rush to join the fight.
-PRINCE(SS) OF SUMMER 5 (15)
+### PRINCE(SS) OF SUMMER 5 (15)
Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a
quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation,
@@ -39035,7 +39035,7 @@
GM intrusion: The character is blinded for up to one minute by a shaft of brilliant sunlight unless they succeed on a
Might defense task.
-PUPPET TREE 6 (18)
+### PUPPET TREE 6 (18)
A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble
and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted,
@@ -39087,7 +39087,7 @@
GM intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still
for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.
-RAVAGE BEAR 4 (12)
+### RAVAGE BEAR 4 (12)
A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
tracks and senses prey easily. It is very protective of its young, and if hungry, it is extremely dangerous. Otherwise,
@@ -39125,7 +39125,7 @@
GM intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.
-REPLICANT 5 (15)
+### REPLICANT 5 (15)
Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However,
because they are manufactured beings with grafted memories, replicants rarely feel true human emotion, be that love,
@@ -39167,7 +39167,7 @@
GM intrusion: The character struck by the replicant is smashed into the wall so hard that the surrounding structure
begins to collapse on them.
-SAPIENT TREE 3 (9)
+### SAPIENT TREE 3 (9)
Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
@@ -39211,7 +39211,7 @@
GM intrusion: The tree grabs the character and holds them fast, shaking them. They take 4 points of damage each round
and can do nothing but attempt to escape (the task is hindered by two steps because of the shaking).
-SATYR 5 (15)
+### SATYR 5 (15)
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
@@ -39251,7 +39251,7 @@
GM intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they
succeed at an Intellect defense task.
-SHADOW 1 (3)
+### SHADOW 1 (3)
Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
@@ -39293,7 +39293,7 @@
GM intrusion: The shadow attaches itself to a character and begins to take over as their shadow, automatically
inflicting damage every round until the character uses an action to tear it off of them.
-SHADOW ELF 4 (12)
+### SHADOW ELF 4 (12)
Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called
shadow elves, dark elves, or simply trow. It's widely assumed that shadow elves fled to new realms deep below the
@@ -39353,7 +39353,7 @@
fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each
round to try to break the influence.
-SKELETON 2 (6)
+### SKELETON 2 (6)
Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living
creatures in one important and often exploited area: skeletons are dead shots with ranged weapons. They have no breath,
@@ -39373,7 +39373,7 @@
Movement: Short
Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
-1
+### 1
Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
@@ -39400,7 +39400,7 @@
GM intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of
damage to every creature in immediate range.
-SOUL EATER 5 (15)
+### SOUL EATER 5 (15)
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
@@ -39451,7 +39451,7 @@
roll, the cypher begins to burn with flame, dealing the character 5 points of damage and destroying the cypher in the
process.
-SPHINX 7 (21)
+### SPHINX 7 (21)
A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
@@ -39503,7 +39503,7 @@
GM intrusion: The sphinx leaps onto its opponent, attacking with all four claws as its action.
-STATUE, ANIMATE 7 (21)
+### STATUE, ANIMATE 7 (21)
Towering statues carved from stone or cast in metal are sometimes more than humans rendered in moments of triumph,
celebration, or suffering. Sometimes a statue moves, usually in service to some ancient geas or command that animated it
@@ -39546,7 +39546,7 @@
GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
possibly dropping gear and weapons along the way.
-TROLL 6 (18)
+### TROLL 6 (18)
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
@@ -39587,7 +39587,7 @@
GM intrusion: The struck troll divides into two separate trolls that immediately attack the character in the same
action.
-TYRANNOSAURUS REX 7 (21)
+### TYRANNOSAURUS REX 7 (21)
The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren't really
important when a hunting tyrannosaurus is after you. It's more the soul-shivering roar, designed to freeze prey in
@@ -39635,7 +39635,7 @@
GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
into dangerous terrain.
-VAMPIRE 6 (18)
+### VAMPIRE 6 (18)
Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and
anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and
@@ -39708,7 +39708,7 @@
GM intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn't escape
immediately, the vampire bites them automatically.
-VAMPIRE, TRANSITIONAL 3 (9)
+### VAMPIRE, TRANSITIONAL 3 (9)
When humans are "visited upon" (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow
transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the
@@ -39741,7 +39741,7 @@
turned into a transitional vampire will try to betray, defeat, and kill the PCs, but the characters are motivated to
save them rather than destroy them.
-VAT REJECT 3 (9)
+### VAT REJECT 3 (9)
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
@@ -39823,7 +39823,7 @@
GM intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the
reject descends one step on the damage track.
-WARDROID 6 (18)
+### WARDROID 6 (18)
When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet
(2 m) tall, are ruthless even by trooper standards and are known to kill innocent bystanders as often as they kill foes.
@@ -39903,7 +39903,7 @@
GM intrusion: When defeated, the wardroid detonates, inflicting 8 points of damage on all creatures within immediate
range.
-WEREWOLF 4 (12)
+### WEREWOLF 4 (12)
The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As
the dreams grow more fierce and each night's sleep provides less rest, victims begin to wonder about the bloodstains on
@@ -39951,7 +39951,7 @@
GM intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a
Might defense roll or be afflicted with the curse of lycanthropy.
-WITCH 5 (15)
+### WITCH 5 (15)
They studied the old ways at the dark of the moon. They heard the shuffle of unnamed things through the darkling forest,
watched the convection of the bubbles rise in the cauldron, and attended to the mumbled instructions of withered crones
@@ -40011,7 +40011,7 @@
GM intrusion: After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch
immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.
-WORM THAT WALKS 7 (21)
+### WORM THAT WALKS 7 (21)
This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
@@ -40064,7 +40064,7 @@
visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is
otherwise extracted
-WRAITH 2 (6)
+### WRAITH 2 (6)
When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
@@ -40108,7 +40108,7 @@
GM intrusion: The wraith screams out, summoning 1d6 more wraiths from the afterworld.
-WYVERN 6 (18)
+### WYVERN 6 (18)
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 dragon's fiery breath or other magical abilities, wyverns rely on their strong
@@ -40153,7 +40153,7 @@
character can escape with a Might or Speed defense roll (which probably means they fall to the ground and land prone).
The wyvern uses a wing or its tail to slam a character so they are thrown a short distance away and land prone.
-XENOPARASITE 6 (18)
+### XENOPARASITE 6 (18)
This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters.
Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science.
@@ -40207,7 +40207,7 @@
GM (group) intrusion: An NPC shrieks, bursts, and births 1d6 juvenile xenoparasites.
-ZOMBIE 3 (9)
+### ZOMBIE 3 (9)
Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called
zombies. Depending on a zombie's origin, the reason for its transformation varies. A zombie might arise from an undead
@@ -40262,12 +40262,12 @@
been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
zombie.
-SUPERVILLIANS
+### SUPERVILLIANS
People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
supervillains. These supervillains use the same format as the Creatures chapter.
-ANATHEMA 7 (21)
+### ANATHEMA 7 (21)
The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
@@ -40315,7 +40315,7 @@
GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
-DOCTOR DREAD 7 (21)
+### DOCTOR DREAD 7 (21)
Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
@@ -40376,7 +40376,7 @@
GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
-MAGNETAR 8 (24)
+### MAGNETAR 8 (24)
Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
@@ -40426,7 +40426,7 @@
GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
stripped from them and become stuck to a nearby metallic buttress.
-MISTER GENOCIDE 5 (15)
+### MISTER GENOCIDE 5 (15)
Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
touch can kill, but if he wishes it, so can his spittle or even his breath.
@@ -40482,7 +40482,7 @@
GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
-WRATH 6 (18)
+### WRATH 6 (18)
The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
@@ -40555,7 +40555,7 @@
Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and
shotguns, malefic psychic weapons, blasters and grenades, and so on.
-OTHER NPCs
+### OTHER NPCs
Many NPCs are simple and understandable enough to be encapsulated just by their level and a few other other relevant
stats.
@@ -40578,7 +40578,7 @@
Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage
-ASSASSIN 6 (18)
+### ASSASSIN 6 (18)
An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident.
Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some
@@ -40610,7 +40610,7 @@
GM intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who
killed someone important to them in the past.
-BARD 3 (9)
+### BARD 3 (9)
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,
@@ -40644,7 +40644,7 @@
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.
-BERSERKER 3 (9)
+### BERSERKER 3 (9)
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
@@ -40680,7 +40680,7 @@
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.
-CRIME BOSS 3 (9)
+### CRIME BOSS 3 (9)
A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble,
@@ -40713,7 +40713,7 @@
GM intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
-DETECTIVE 3 (9)
+### DETECTIVE 3 (9)
Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so
on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from
@@ -40745,7 +40745,7 @@
GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
takes the attack instead.
-DRUID 4 (12)
+### DRUID 4 (12)
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,
@@ -40781,7 +40781,7 @@
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.
-DWARF 4(12)
+### 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.
@@ -40817,7 +40817,7 @@
Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
as tools or exploration gear) and perhaps a cypher or two.
-ELF 4 (12)
+### ELF 4 (12)
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,
@@ -40851,7 +40851,7 @@
Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
curios and mementos, and usually a cypher.
-GUARD 2 (6)
+### GUARD 2 (6)
Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat
@@ -40885,7 +40885,7 @@
GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
foes.
-HALFLING 3 (9)
+### HALFLING 3 (9)
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
@@ -40917,7 +40917,7 @@
or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
bag of tools.
-OCCULTIST 5 (15)
+### OCCULTIST 5 (15)
Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to
their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the
@@ -40950,7 +40950,7 @@
in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
for 3 points of damage.
-PALADIN 4 (12)
+### 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.
@@ -40986,7 +40986,7 @@
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).
-SECRET AGENT 5 (15)
+### SECRET AGENT 5 (15)
Secret agents are trained professionals who put their mission before their own well-being, regardless of which
government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an
@@ -41017,7 +41017,7 @@
GM intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.
-THIEF 4 (12)
+### THIEF 4 (12)
A thief takes things that don't 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
@@ -41049,7 +41049,7 @@
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.
-THUG 3 (9)
+### THUG 3 (9)
Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a
streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or
@@ -41080,7 +41080,7 @@
GM intrusion: Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before
joining the fray.
-WIZARD, MIGHTY 8 (24)
+### WIZARD, MIGHTY 8 (24)
Some wizards learn so many spells and accumulate so much lore that they become incredibly powerful. Some work for a
higher purpose, whereas others are concerned only with themselves.
@@ -41153,7 +41153,7 @@
can't be recovered). For manifest cyphers, it's perfectly acceptable for the PCs to stash one elsewhere for later use;
of course, that doesn't mean it will still be there when they return.
-WHY CYPHERS?
+### WHY CYPHERS?
Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this
game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they
@@ -41180,14 +41180,14 @@
worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really
mess up the game over the long term. But once? That's just fun.
-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, random cyphers instantly disappear until the PC has a number of cyphers equal to their
maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These
vanished cyphers are not recoverable.
-SUBTLE CYPHERS
+### SUBTLE CYPHERS
Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt "powered stuff"—no potions, alien
crystals, or anything of that nature. They're most useful, perhaps, in a modern or horror setting without obvious
@@ -41228,7 +41228,7 @@
to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the
numinous.
-DISCOVERING SUBTLE CYPHERS
+### DISCOVERING SUBTLE CYPHERS
Since subtle cyphers aren't physical objects, GMs will need to figure out when to give PCs new ones to replace the ones
they have used. The cyphers probably shouldn't be tied to actions entirely under the characters' control—in other words,
@@ -41263,19 +41263,19 @@
level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
-FANTASy CYPHERS
+### FANTASY CYPHERS
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.
-MIXING SUBTLE AND MANIFEST CYPHERS
+### MIXING SUBTLE AND MANIFEST CYPHERS
There's no reason why a fantasy campaign can't 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.
-CYPHER FORMS
+### CYPHER FORMS
What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
@@ -41316,11 +41316,11 @@
| 93-96 | Watery potion |
| 97-00 | Wood runeplate |
-EXAMPLE FANTASY CYPHERS
+### EXAMPLE FANTASY CYPHERS
All of the cyphers in this chapter are manifest and fantastic cyphers.
-FANTASY CYPHERS TABLE
+### FANTASY CYPHERS TABLE
| 01-05 | Acid resistance |
|-------|------------------------|
@@ -41344,13 +41344,13 @@
| 94-98 | Undead ward |
| 99-00 | Walking corpse |
-ACID RESISTANCE
+### ACID RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-ANIMAL CONTROL
+### ANIMAL CONTROL
Level: 1d6 + 2
@@ -41367,7 +41367,7 @@
"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
@@ -41389,20 +41389,20 @@
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
Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-DEMON WARD
+### DEMON WARD
Level: 1d6
Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
malevolent creatures.
-DRAGON WARD
+### DRAGON WARD
Level: 1d6
@@ -41411,13 +41411,13 @@
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
Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-ELEMENTAL CONJURATION
+### ELEMENTAL CONJURATION
Level: 1d6
@@ -41431,13 +41431,13 @@
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.
-FIRE RESISTANCE
+### FIRE RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-GIANT SIZE
+### GIANT SIZE
Level: 1d6
@@ -41451,7 +41451,7 @@
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.
-INSTANT BOAT
+### INSTANT BOAT
Level: 1d6 + 2
@@ -41460,7 +41460,7 @@
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
@@ -41472,7 +41472,7 @@
The tower is permanent and immobile once created.
-LYCANTHROPE WARD
+### LYCANTHROPE WARD
Level: 1d6
@@ -41482,7 +41482,7 @@
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
@@ -41491,13 +41491,13 @@
Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-POISON RESISTANCE
+### POISON RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-RESTORATIVE AURA
+### RESTORATIVE AURA
Level: 1d6
@@ -41506,7 +41506,7 @@
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.
-THOUGHT LISTENING
+### THOUGHT LISTENING
Level: 1d6 + 1
@@ -41514,7 +41514,7 @@
doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
per cypher level.
-TINY SIZE
+### TINY SIZE
Level: 1d6
@@ -41527,14 +41527,14 @@
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.
-UNDEAD WARD
+### UNDEAD WARD
Level: 1d6
Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
vampires, and other undead creatures.
-WALKING CORPSE
+### WALKING CORPSE
Level: 1d6
@@ -41544,7 +41544,7 @@
one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-MANIFEST CYPHERS
+### MANIFEST CYPHERS
Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one
@@ -41567,7 +41567,7 @@
cypher identification is automatic. The process takes one to ten minutes. If the PCs can't identify a cypher, they can
bring it to an expert for identification and perhaps trade, if desired.
-MANIFEST CYPHERS DUPLICATING SUBLE CYPHERS
+### MANIFEST CYPHERS DUPLICATING SUBLE CYPHERS
Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as
a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that
@@ -41579,7 +41579,7 @@
normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and
bone dust that has strange powers.
-USING CYPHERS
+### USING CYPHERS
The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example,
throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray
@@ -41600,14 +41600,14 @@
(Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a
reason to put the cyphers into play.)
-CYPHER LEVELS AND EFFECTS
+### CYPHER LEVELS AND EFFECTS
All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher's power (how much damage
it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object.
The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll
to determine the cypher's level, or can allow the player to roll when they receive the cypher.
-NORMAL AND FANTASTIC EFFECTS
+### NORMAL AND FANTASTIC EFFECTS
Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or
be explained in the normal physical world we're familiar with. Fantastic effects are things that can't. A normal person
@@ -41634,7 +41634,7 @@
Fantastic cyphers can be subtle or manifest.
-OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS
+### OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS
If the GM and players are willing to stretch their imaginations a bit, it's possible to include some fantastic cypher
effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The
@@ -41653,7 +41653,7 @@
always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action
instead of using the fantastic cypher.
-MANIFEST CYPHER FORMS
+### MANIFEST CYPHER FORMS
None of the manifest cyphers in this chapter have a stated physical form. The entries don't tell you if something is a
potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are
@@ -41666,7 +41666,7 @@
design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or
they can use many types, perhaps mixing them from different genres. Some suggestions include the following.
-MANIFEST CYPHER FORM OPTIONS
+### MANIFEST CYPHER FORM OPTIONS
| |
|---------------------------|
@@ -41711,7 +41711,7 @@
| Superhero |
| Forms from all the other genres |
-MANIFEST CYPHER TABLE
+### MANIFEST CYPHER TABLE
| | |
|-------|------------------------------|
@@ -41755,7 +41755,7 @@
| 9798 | Water adapter |
| 9900 | X-ray viewer |
-FANTASTIC CYPHER TABLE
+### FANTASTIC CYPHER TABLE
| | |
|-------|--------------------------------|
@@ -41844,7 +41844,7 @@
| 99 | Wings |
| 00 | Zero point field |
-SUBTLE CYPHER TABLE
+### SUBTLE CYPHER TABLE
| | |
|-------|-----------------------------|
@@ -41881,19 +41881,19 @@
| 9597 | Strength enhancer |
| 9800 | Tissue regeneration |
-A LISTING OF VARIOUS CYPHERS
+### A LISTING OF VARIOUS CYPHERS
All cyphers in this section may be manifest cyphers. It is the GM's discretion whether a particular cypher can be a
subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
cyphers are just suggestions for a typical campaign setting.)
-ADHESION
+### ADHESION
Level: 1d6
Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
-AGE TAKER
+### AGE TAKER
Level: 1d6 + 4
@@ -41902,20 +41902,20 @@
physiological age past the age of
twenty-three.
-ANALEPTIC
+### ANALEPTIC
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
-ANTIVENOM
+### ANTIVENOM
Level: 1d6 + 2
Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
ongoing effects, if any, already in the user's system).
-ARMOR REINFORCER
+### ARMOR REINFORCER
Level: 1d6 + 1
@@ -41930,14 +41930,14 @@
| 5 | +2 to Armor, +5 against damage from cold |
| 6 | +2 to Armor, +5 against damage from acid |
-ATTRACTOR
+### ATTRACTOR
Level: 1d6 + 4
Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
-BANISHING
+### BANISHING
Level: 1d6
@@ -41945,14 +41945,14 @@
teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
-BEST TOOL
+### BEST TOOL
Level: 1d6
Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
assets.
-BLACKOUT
+### BLACKOUT
Level: 1d6 + 2
@@ -41960,7 +41960,7 @@
or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
-BLINKING
+### BLINKING
Level: 1d6
@@ -41968,19 +41968,19 @@
they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
and their foe is not, the user's defenses are eased for one round after they teleport.
-BURST OF SPEED
+### BURST OF SPEED
Level: 1d6
Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
-CATHOLICON
+### CATHOLICON
Level: 1d6 + 2
Effect: Cures any disease of the cypher level or lower.
-CHEMICAL FACTORY
+### CHEMICAL FACTORY
Level: 1d6
@@ -42005,7 +42005,7 @@
| 8695 | Increases Intellect Edge by 1 for one hour |
| 9600 | Restores all Pools to full |
-COMPREHENSION
+### COMPREHENSION
Level: 1d6 + 1
@@ -42014,7 +42014,7 @@
could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
the cypher no longer counts against the number of cyphers that a PC can bear.
-CONDITION REMOVER
+### CONDITION REMOVER
Level: 1d6 + 3
@@ -42044,7 +42044,7 @@
| 19 | Stiff neck |
| 20 | Viral infection |
-CONTINGENT ACTIVATOR
+### CONTINGENT ACTIVATOR
Level: 1d6 + 2
@@ -42055,7 +42055,7 @@
particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
number of cyphers a PC can carry.
-CONTROLLED BLINKING
+### CONTROLLED BLINKING
Level: 1d6 + 2
@@ -42063,27 +42063,27 @@
they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
not, the user's defenses are eased for one round after they teleport.
-CURATIVE
+### CURATIVE
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
-CURSE BRINGER
+### CURSE BRINGER
Level: 1d6 + 1
Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
-DARKSIGHT
+### DARKSIGHT
Level: 1d6
Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
could instead make the user specialized in low-light spotting.)
-DEATH BRINGER
+### DEATH BRINGER
Level: 1d6
@@ -42091,14 +42091,14 @@
make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
character instead moves down one step on the damage track.
-DENSITY
+### DENSITY
Level: 1d6
Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
-DETONATION
+### DETONATION
Level: 1d6 + 2
@@ -42117,7 +42117,7 @@
| 5175 | Fire |
| 7600 | Shrapnel |
-DETONATION (CREATURE)
+### DETONATION (CREATURE)
Level: 1d6 + 1
@@ -42125,7 +42125,7 @@
teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
and attacks the closest target. After about one minute, the creature vanishes.
-DETONATION (DESICCATING)
+### DETONATION (DESICCATING)
Level: 1d6 + 2
@@ -42133,14 +42133,14 @@
moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
vaporized.
-DETONATION (FLASH)
+### DETONATION (FLASH)
Level: 1d6 + 2
Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
within it for one minute (ten minutes if the cypher is level 4 or higher).
-DETONATION (GRAVITY)
+### DETONATION (GRAVITY)
Level: 1d6 + 2
@@ -42148,14 +42148,14 @@
damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
crushed to the ground for one round and cannot take physical actions.
-DETONATION (GRAVITY INVERSION)
+### DETONATION (GRAVITY INVERSION)
Level: 1d6 + 1
Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
within long range of the explosion.
-DETONATION (MASSIVE)
+### DETONATION (MASSIVE)
Level: 1d6 + 2
@@ -42171,14 +42171,14 @@
| 5175 | Fire |
| 7600 | Shrapnel |
-DETONATION (MATTER DISRUPTION)
+### DETONATION (MATTER DISRUPTION)
Level: 1d6 + 4
Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
-DETONATION (PRESSURE)
+### DETONATION (PRESSURE)
Level: 1d6 + 2
@@ -42186,7 +42186,7 @@
impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
pounds (9 kg) per cypher level.
-DETONATION (SINGULARITY)
+### DETONATION (SINGULARITY)
Level: 10
@@ -42197,14 +42197,14 @@
(The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
-DETONATION (SONIC)
+### DETONATION (SONIC)
Level: 1d6 + 2
Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
all in an immediate radius for ten minutes per cypher level.
-DETONATION (SPAWN)
+### DETONATION (SPAWN)
Level: 1d6 + 2
@@ -42222,7 +42222,7 @@
| 5175 | Fire |
| 7600 | Shrapnel |
-DETONATION (WEB)
+### DETONATION (WEB)
Level: 1d6 + 2
@@ -42233,13 +42233,13 @@
(Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
same result.)
-DISARM
+### DISARM
Level: 1d6 + 1
Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
-DISGUISE MODULE
+### DISGUISE MODULE
Level: 1d6 + 2
@@ -42248,7 +42248,7 @@
person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
to look like themselves again before the end of the duration.
-DISRUPTING
+### DISRUPTING
Level: 1d6
@@ -42256,14 +42256,14 @@
that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
than the cypher's level, it loses its next action; otherwise its next action is hindered.
-EAGLESEYE
+### EAGLESEYE
Level: 1d6
Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
-EFFECT RESISTANCE
+### EFFECT RESISTANCE
Level: 1d6 + 1
@@ -42273,7 +42273,7 @@
defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
attacking them with this kind of effect must succeed on two attack rolls to harm them.)
-EFFORT ENHANCER (COMBAT)
+### EFFORT ENHANCER (COMBAT)
Level: 1d6 + 1
@@ -42282,7 +42282,7 @@
of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
ends.
-EFFORT ENHANCER (NONCOMBAT)
+### EFFORT ENHANCER (NONCOMBAT)
Level: 1d6
@@ -42290,13 +42290,13 @@
a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
-ENDURING SHIELD
+### ENDURING SHIELD
Level: 1d6 + 4
Effect: For the next day, the user has an asset to Speed defense rolls.
-EQUIPMENT CACHE
+### EQUIPMENT CACHE
Level: 1d6 + 1
@@ -42304,7 +42304,7 @@
level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
nature allows only a single use (such as with a grenade).
-FARSIGHT
+### FARSIGHT
Level: 1d6 + 1
@@ -42312,20 +42312,20 @@
galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
location and viewing their current location once per round.
-FIREPROOFING
+### FIREPROOFING
Level: 1d6 + 4
Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
-FLAME-RETARDANT WALL
+### FLAME-RETARDANT WALL
Level: 1d6
Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher
level. The plane conforms to the space available. Flames passing through the plane are extinguished.
-FORCE CUBE
+### FORCE CUBE
Level: 1d6 + 3
@@ -42333,7 +42333,7 @@
planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
air within for trapped creatures to breathe for the hour it lasts.)
-FORCE FIELD
+### FORCE FIELD
Level: 1d6
@@ -42344,28 +42344,28 @@
(Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
-FORCE SCREEN PROJECTOR
+### FORCE SCREEN PROJECTOR
Level: 1d6 + 3
Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms
to the space available.
-FORCE SHIELD PROJECTOR
+### FORCE SHIELD PROJECTOR
Level: 1d6 + 3
Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
to Armor if the cypher is level 5 or higher).
-FRICTION REDUCER
+### FRICTION REDUCER
Level: 1d6
Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
level, movement tasks in the area are hindered by three steps.
-FRIGID WALL
+### FRIGID WALL
Level: 1d6 + 2
@@ -42373,7 +42373,7 @@
equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
ten minutes.
-GAS BOMB
+### GAS BOMB
Level: 1d6 + 2
@@ -42394,7 +42394,7 @@
| 8796 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
| 9700 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
-GRAVITY NULLIFIER
+### GRAVITY NULLIFIER
Level: 1d6 + 3
@@ -42402,7 +42402,7 @@
horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
pounds (23 kg) per level of the cypher.
-GRAVITY-NULLIFYING APPLICATION
+### GRAVITY-NULLIFYING APPLICATION
Level: 1d6 + 2
@@ -42410,14 +42410,14 @@
cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
down).
-HEAT ATTACK
+### HEAT ATTACK
Level: 1d6
Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
that inflicts 2 additional points of damage.
-HUNTER/SEEKER
+### HUNTER/SEEKER
Level: 1d6
@@ -42434,7 +42434,7 @@
| 9195 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
| 9600 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
-IMAGE PROJECTOR
+### IMAGE PROJECTOR
Level: 1d6
@@ -42478,7 +42478,7 @@
</tbody>
</table>
-INFERNO WALL
+### INFERNO WALL
Level: 1d6 + 2
@@ -42486,7 +42486,7 @@
equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
ten minutes.
-INFILTRATOR
+### INFILTRATOR
Level: 1d6
@@ -42495,7 +42495,7 @@
major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic
signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier.
-INFORMATION SENSOR
+### INFORMATION SENSOR
Level: 1d6 + 2
@@ -42504,7 +42504,7 @@
name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
information).
-INSTANT SERVANT
+### INSTANT SERVANT
Level: 1d6
@@ -42520,7 +42520,7 @@
The servant operates for one hour per cypher level.
-INSTANT SHELTER
+### INSTANT SHELTER
Level: 1d6 + 3
@@ -42529,13 +42529,13 @@
feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is
permanent and immobile once created.
-INTELLECT BOOSTER
+### INTELLECT BOOSTER
Level: 1d6 + 2
Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
-INTELLIGENCE ENHANCEMENT
+### INTELLIGENCE ENHANCEMENT
Level: 1d6
@@ -42543,7 +42543,7 @@
clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
the subsequent hour, the strain hinders the same tasks by two steps.
-KNOWLEDGE ENHANCEMENT
+### KNOWLEDGE ENHANCEMENT
Level: 1d6
@@ -42568,7 +42568,7 @@
| 9195 | Riding |
| 9600 | Sneaking |
-LIGHTNING WALL
+### LIGHTNING WALL
Level: 1d6 + 2
@@ -42576,7 +42576,7 @@
equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
ten minutes.
-MACHINE CONTROL
+### MACHINE CONTROL
Level: 1d6 + 2
@@ -42585,7 +42585,7 @@
activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once
the device is chosen, it cannot be changed.
-MAGNETIC ATTACK DRILL
+### MAGNETIC ATTACK DRILL
Level: 1d6 + 2
@@ -42593,7 +42593,7 @@
inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
attack is eased.
-MAGNETIC MASTER
+### MAGNETIC MASTER
Level: 1d6 + 2
@@ -42602,14 +42602,14 @@
example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
rounds per cypher level.
-MAGNETIC SHIELD
+### MAGNETIC SHIELD
Level: 1d6 + 2
Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items
already in the area when the device is activated are slowly pushed out.
-MANIPULATION BEAM
+### MANIPULATION BEAM
Level: 1d6 + 2
@@ -42620,7 +42620,7 @@
Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
at a distance, which would make some infiltration and hacking jobs easier.)
-MATTER TRANSFERENCE RAY
+### MATTER TRANSFERENCE RAY
Level: 1d6 + 3
@@ -42629,13 +42629,13 @@
appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
user's).
-MEDITATION AID
+### MEDITATION AID
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
-MEMORY SWITCH
+### MEMORY SWITCH
Level: 1d6 + 2
@@ -42643,7 +42643,7 @@
that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding
hour.
-MENTAL SCRAMBLER
+### MENTAL SCRAMBLER
Level: 1d6 + 2
@@ -42666,14 +42666,14 @@
| 9598 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
| 9900 | Victims' ethics are inverted. |
-METAL DEATH
+### METAL DEATH
Level: 1d6 + 2
Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that
it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).
-MIND MELD
+### MIND MELD
Level: 1d6 + 1
@@ -42684,7 +42684,7 @@
communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
might vary based on the ability used.)
-MIND-RESTRICTING WALL
+### MIND-RESTRICTING WALL
Level: 1d6 + 2
@@ -42692,13 +42692,13 @@
conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or
until slapped awake or damaged.
-MIND STABILIZER
+### MIND STABILIZER
Level: 1d6
Effect: The user gains +5 to Armor against Intellect damage.
-MONOBLADE
+### MONOBLADE
Level: 1d6 + 2
@@ -42706,7 +42706,7 @@
level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
The blade lasts for ten minutes.
-MONOHORN
+### MONOHORN
Level: 1d6 + 3
@@ -42717,7 +42717,7 @@
(Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
but doesn't interfere with their senses.)
-MOTION SENSOR
+### MOTION SENSOR
Level: 1d6 + 2
@@ -42725,7 +42725,7 @@
creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and
size of the creatures or objects in motion.
-NULL FIELD
+### NULL FIELD
Level: 1d6 + 3
@@ -42744,20 +42744,20 @@
| 8595 | Blunt force |
| 9600 | Slashing and piercing |
-NULLIFICATION RAY
+### NULLIFICATION RAY
Level: 1d6 + 3
Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or
special ability.
-NUTRITION AND HYDRATION
+### NUTRITION AND HYDRATION
Level: 1d6 + 1
Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
-PERFECT MEMORY
+### PERFECT MEMORY
Level: 1d6
@@ -42765,13 +42765,13 @@
recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter
a complex code, or do something else that happens quickly.
-PERFECTION
+### PERFECTION
Level: 1d6 + 2
Effect: The user treats their next action as if they had rolled a natural 20.
-PERSONAL ENVIRONMENT FIELD
+### PERSONAL ENVIRONMENT FIELD
Level: 1d6 + 2
@@ -42780,13 +42780,13 @@
flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred
environment of a nonhuman, nonterrestrial creature.
-PHASE CHANGER
+### PHASE CHANGER
Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time,
they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical
attacks or be physically attacked.
-PHASE DISRUPTOR
+### PHASE DISRUPTOR
Level: 1d6 + 2
@@ -42794,7 +42794,7 @@
equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass
through it as if it were not there, although one cannot see through it, and it blocks light.
-POISON (EMOTION)
+### POISON (EMOTION)
Level: 1d6 + 2
@@ -42812,7 +42812,7 @@
| 8695 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. |
| 9600 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely. |
-POISON (EXPLOSIVE)
+### POISON (EXPLOSIVE)
Level: 1d6 + 1
@@ -42830,7 +42830,7 @@
| 6180 | The victim comes within long range of the detonator. |
| 8100 | The victim is no longer within long range of the detonator. |
-POISON (MIND CONTROLLING)
+### POISON (MIND CONTROLLING)
Level: 1d6 + 2
@@ -42876,28 +42876,28 @@
</tbody>
</table>
-POISON (MIND DISRUPTING)
+### POISON (MIND DISRUPTING)
Level: 1d6 + 2
Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
equal to the cypher's level.
-PSYCHIC COMMUNIQUE
+### PSYCHIC COMMUNIQUE
Level: 1d6 + 2
Effect: Allows the user to project a one-time,
one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
-RADIATION SPIKE
+### RADIATION SPIKE
Level: 1d6 + 4
Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
to the cypher's level.
-RAY EMITTER
+### RAY EMITTER
Level: 1d6 + 2
@@ -42927,35 +42927,35 @@
| 8893 | Molecular bond disruption |
| 9400 | Concentrated cold |
-RAY EMITTER (COMMAND)
+### RAY EMITTER (COMMAND)
Level: 1d6 + 2
Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
forces a target to obey the next verbal command given (if it is understood) for one round per cypher level.
-RAY EMITTER (FEAR)
+### RAY EMITTER (FEAR)
Level: 1d6 + 2
Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
causes the target to flee in terror for one minute.
-RAY EMITTER (FRIEND SLAYING)
+### RAY EMITTER (FRIEND SLAYING)
Level: 1d6 + 2
Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
causes the target to attack its nearest ally for one round.
-RAY EMITTER (MIND DISRUPTING)
+### RAY EMITTER (MIND DISRUPTING)
Level: 1d6 + 2
Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
-RAY EMITTER (NUMBING)
+### RAY EMITTER (NUMBING)
Level: 1d6 + 2
@@ -42963,28 +42963,28 @@
that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce
numbness that lasts for one hour.
-RAY EMITTER (PARALYSIS)
+### RAY EMITTER (PARALYSIS)
Level: 1d6 + 2
Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A
small number of these devices (5%) induce paralysis that lasts for one hour.
-REALITY SPIKE
+### REALITY SPIKE
Level: 1d6 + 4
Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but
then it is ruined.
-REFLEX ENHANCER
+### REFLEX ENHANCER
Level: 1d6
Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient,
defusing a bomb, and so on—are eased by two steps for one hour.
-REJUVENATOR
+### REJUVENATOR
Level: 1d6 + 2
@@ -42996,7 +42996,7 @@
| 5175 | Speed Pool |
| 7600 | Intellect Pool |
-REMEMBERING
+### REMEMBERING
Level: 1d6
@@ -43004,14 +43004,14 @@
per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
number.
-REMOTE VIEWER
+### REMOTE VIEWER
Level: 1d6
Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of
the distance between them.
-REPAIR UNIT
+### REPAIR UNIT
Level: 1d10
@@ -43020,21 +43020,21 @@
are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is
1d100 + 20 minutes.
-REPEATER
+### REPEATER
Level: 1d6 + 1
Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
-REPEL
+### REPEL
Level: 1d6 + 1
Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five
rounds to move away quickly.
-RETALIATION
+### RETALIATION
Level: 1d6
@@ -43042,7 +43042,7 @@
(2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is
required by the user.
-SECRET
+### SECRET
Level: 1d6 + 2
@@ -43052,7 +43052,7 @@
future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a
question above its level.
-SHEEN
+### SHEEN
Level: 1d6
@@ -43060,7 +43060,7 @@
Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
during this time; all recovery rolls suffer a 1 penalty.
-SHOCK ATTACK
+### SHOCK ATTACK
Level: 1d6
@@ -43068,14 +43068,14 @@
electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the
cypher is level 6 or higher).
-SHOCKER
+### SHOCKER
Level: 1d6 + 4
Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
cypher's level.
-SKILL BOOST
+### SKILL BOOST
Level: 1d6
@@ -43101,7 +43101,7 @@
| 99 | Carrying |
| 00 | Escaping |
-SLAVE MAKER
+### SLAVE MAKER
Level: 1d6 + 2
@@ -43111,14 +43111,14 @@
for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved
for only one minute.)
-SLEEP INDUCER
+### SLEEP INDUCER
Level: 1d6
Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an
extremely loud noise.
-SNIPER MODULE
+### SNIPER MODULE
Level: 1d6
@@ -43126,13 +43126,13 @@
(immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
than very long has its range doubled.
-SOLVENT
+### SOLVENT
Level: 1d10
Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
-SONIC HOLE
+### SONIC HOLE
Level: 1d6 + 2
@@ -43142,14 +43142,14 @@
(Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey
and sneaking past enemies.)
-SOUND DAMPENER
+### SOUND DAMPENER
Level: 1d6 + 2
Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions
by all creatures in the area.
-SPATIAL WARP
+### SPATIAL WARP
Level: 1d6 + 4
@@ -43157,13 +43157,13 @@
no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
-SPEED BOOST
+### SPEED BOOST
Level: 1d6 + 2
Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
-SPY
+### SPY
Level: 1d6 + 2
@@ -43175,7 +43175,7 @@
detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
creatures and objects in short range.
-STASIS KEEPER
+### STASIS KEEPER
Level: 1d6
@@ -43183,26 +43183,26 @@
An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
memory of the period of inactivity.
-STIM
+### STIM
Level: 1d6
Effect: Eases the user's next action taken by three steps.
-STRENGTH BOOST
+### STRENGTH BOOST
Level: 1d6 + 2
Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
-STRENGTH ENHANCER
+### STRENGTH ENHANCER
Level: 1d6
Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open
elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour.
-SUBDUAL FIELD
+### SUBDUAL FIELD
Level: 1d6 + 3
@@ -43212,49 +43212,49 @@
for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and
after leaving it).
-TELEPATHY
+### TELEPATHY
Level: 1d6 + 2
Effect: For one hour, the device enables
long-range mental communication with anyone the user can see.
-TELEPORTER (BOUNDER)
+### TELEPORTER (BOUNDER)
Level: 1d6 + 2
Effect: User teleports up to 100 <span dir="rtl">×</span> the cypher level in feet to a location they can see. They
arrive safely with their possessions but cannot take anything else with them.
-TELEPORTER (INTERSTELLAR)
+### TELEPORTER (INTERSTELLAR)
Level: 1d6 + 4
Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely
with their possessions but cannot take anything else with them.
-TELEPORTER (PLANETARY)
+### TELEPORTER (PLANETARY)
Level: 1d6 + 4
Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely
with their possessions but cannot take anything else with them.
-TELEPORTER (TRAVELER)
+### TELEPORTER (TRAVELER)
Level: 1d6 + 4
Effect: User teleports up to 100 <span dir="rtl">×</span> the cypher level in miles to a location they have previously
visited or seen. They arrive safely with their possessions but cannot take anything else with them.
-TEMPORAL VIEWER
+### TEMPORAL VIEWER
Level: 1d6 + 4
Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred
at the current location up to one year prior. The user specifies the time period shown by the viewer.
-TIME DILATION (DEFENSIVE)
+### TIME DILATION (DEFENSIVE)
Level: 1d6
@@ -43262,14 +43262,14 @@
inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
the cypher is level 6 or higher).
-TIME DILATION (OFFENSIVE)
+### TIME DILATION (OFFENSIVE)
Level: 1d6
Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed,
easing their attacks by two steps (three steps if the cypher is level 6 or higher).
-TISSUE REGENERATION
+### TISSUE REGENERATION
Level: 1d6 + 4
@@ -43282,7 +43282,7 @@
scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only
1d6 points over the hour duration.)
-TRACER
+### TRACER
Level: 1d6
@@ -43290,7 +43290,7 @@
launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is
level 3 or higher, in the same dimension if the cypher is level 6 or higher).
-TRICK EMBEDDER
+### TRICK EMBEDDER
Level: 1d6
@@ -43298,7 +43298,7 @@
higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long
range, and so on). The trick must be designated when the cypher is activated.
-UNINTERRUPTIBLE POWER SOURCE
+### UNINTERRUPTIBLE POWER SOURCE
Level: 1d6 + 4
@@ -43311,7 +43311,7 @@
power requirement, a car engine is a level
5 power requirement, and a starship is a level 10 power requirement.
-VANISHER
+### VANISHER
Level: 1d6 + 2
@@ -43320,7 +43320,7 @@
ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking
an action to focus on hiding their position.
-VISAGE CHANGER
+### VISAGE CHANGER
Level: 1d6
@@ -43328,28 +43328,28 @@
human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
higher). The change takes ten minutes to apply and lasts for twenty-four hours.
-VISUAL DISPLACEMENT DEVICE
+### VISUAL DISPLACEMENT DEVICE
Level: 1d6
Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an
asset to Speed defense actions for ten minutes per cypher level.
-VOCAL TRANSLATOR
+### VOCAL TRANSLATOR
Level: 1d6
Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can
understand.
-WARMTH
+### WARMTH
Level: 1d6
Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
time, the user has Armor equal to the cypher's level that protects against cold damage.
-WATER ADAPTER
+### WATER ADAPTER
Level: 1d6
@@ -43357,7 +43357,7 @@
changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the
user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum.
-WEAPON ENHANCEMENT
+### WEAPON ENHANCEMENT
Level: 1d6 + 2
@@ -43432,27 +43432,27 @@
</tbody>
</table>
-WINGS
+### WINGS
Level: 1d6 + 2
Effect: User can fly at their normal running speed for ten minutes per cypher level.
-X-RAY VIEWER
+### X-RAY VIEWER
Level: 1d6 + 4
Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect
lasts for one minute per cypher level.
-ZERO POINT FIELD
+### ZERO POINT FIELD
Level: 1d6 + 3
Effect: Renders an inanimate object outside the effects of most energy for one minute. This means the object cannot be
harmed, moved, or manipulated in any way. It remains in place (even in midair).
-POWER BOOST CYPHERS
+### POWER BOOST CYPHERS
These cyphers increase, modify, or improve a character's existing powers. A burst boost cypher, for example, allows
someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being
@@ -43464,7 +43464,7 @@
Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.
-AREA BOOST
+### AREA BOOST
Level: 1d6 + 1
@@ -43473,40 +43473,40 @@
areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot
(300 m) areas. All other areas double in radius.
-BURST BOOST
+### BURST BOOST
Level: 1d6 + 2
Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to
immediate, but the ability affects all targets within immediate range.
-DAMAGE BOOST
+### DAMAGE BOOST
Level: 1d6 + 2
Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
this cypher's level.
-EFFICACY BOOST (MAJOR)
+### EFFICACY BOOST (MAJOR)
Level: 1d6 + 1
Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This
kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)
-EFFICACY BOOST (MINOR)
+### EFFICACY BOOST (MINOR)
Level: 1d6
Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
-ENERGY BOOST
+### ENERGY BOOST
Level: 1d6
Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
-RANGE BOOST
+### RANGE BOOST
Level: 1d6 + 1
@@ -43514,7 +43514,7 @@
Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to
very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long).
-TARGET BOOST
+### TARGET BOOST
Level: 1d6 + 2
@@ -43677,7 +43677,7 @@
higher, that means the target number is 15. (And that means the task is level 5, but if you've already determined the
target number, you likely don't care about the level.)
-ADVANTAGES TO THIS SYSTEM
+### ADVANTAGES TO THIS SYSTEM
1\. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do
arithmetic using a range of all numbers from 1 to 20.
@@ -43958,7 +43958,7 @@
\* The PC jumps across the pit but accidentally knocks loose some stones from the edge, making the jump harder for their
friend right behind them.
-PLAYER INTRUSIONS
+### PLAYER INTRUSIONS
Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in
the GM's purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into
@@ -44066,14 +44066,14 @@
(You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-FANTASY ARTIFACTS
+### FANTASY ARTIFACTS
If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
collect all of the legendary items carried by a famous hero.
-EXAMPLE FANTASY ARTIFACTS
+### EXAMPLE FANTASY ARTIFACTS
The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
@@ -44081,7 +44081,7 @@
minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
table.
-MINOR FANTASY ARTIFACTS TABLE
+### MINOR FANTASY ARTIFACTS TABLE
| 01-02 | Adamantine rope |
|-------|-------------------------|
@@ -44115,7 +44115,7 @@
| 99 | Vorpal sword |
| 00 | Whisperer in the ether |
-MAJOR FANTASY ARTIFACTS TABLE
+### MAJOR FANTASY ARTIFACTS TABLE
| 01-03 | Angelic ward\* |
|-------|-------------------------------------------------|
@@ -44157,7 +44157,7 @@
\* Artifact found in the Fantasy Artifacts section of the Cypher System
-ADAMANTINE ROPE
+### ADAMANTINE ROPE
Level: 1d6 + 4
@@ -44168,7 +44168,7 @@
Depletion: —
-ALCHEMIST BAG
+### ALCHEMIST BAG
Level: 1d6
@@ -44179,7 +44179,7 @@
Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-ARMORED CLOTH
+### ARMORED CLOTH
Level: 1d6
@@ -44191,7 +44191,7 @@
Depletion: —
-BELT OF STRENGTH
+### BELT OF STRENGTH
Level: 1d6
@@ -44204,7 +44204,7 @@
Depletion: —
-BOOK OF ALL SPELLS
+### BOOK OF ALL SPELLS
Level: 1d6 + 2
@@ -44235,7 +44235,7 @@
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
@@ -44246,7 +44246,7 @@
Depletion: —
-CAT'S EYE SPECTACLES
+### CAT'S EYE SPECTACLES
Level: 1d6
@@ -44257,7 +44257,7 @@
Depletion: —
-CLOAK OF BALAKAR
+### CLOAK OF BALAKAR
Level: 1d6 + 3
@@ -44269,7 +44269,7 @@
Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-CLOAK OF ELFKIND
+### CLOAK OF ELFKIND
Level: 1d6 + 2
@@ -44281,7 +44281,7 @@
Depletion: 1 in 1d100
-CLOAK OF FINERY
+### CLOAK OF FINERY
Level: 1d6 + 1
@@ -44293,7 +44293,7 @@
Depletion: 1 in 1d20
-COIL OF ENDLESS ROPE
+### COIL OF ENDLESS ROPE
Level: 1d6
@@ -44305,7 +44305,7 @@
Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-CROWN OF EYES
+### CROWN OF EYES
Level: 1d6
@@ -44318,7 +44318,7 @@
Depletion: 1 in 1d100
-CROWN OF THE MIND
+### CROWN OF THE MIND
Level: 1d6
@@ -44331,7 +44331,7 @@
Depletion: —
-CRYSTAL BALL
+### CRYSTAL BALL
Level: 1d6 + 3
@@ -44371,7 +44371,7 @@
An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
against a directly harmful mental spell.
-DEATH'S SCYTHE
+### DEATH'S SCYTHE
Level: 1d6 + 4
@@ -44387,7 +44387,7 @@
Death manifestation: level 7
-DEMONFLESH
+### DEMONFLESH
Level: 1d6 + 1
@@ -44405,7 +44405,7 @@
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
@@ -44426,7 +44426,7 @@
Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
abilities can be recharged if it kills an "innocent" creature)
-DRAGONTONGUE WEAPON
+### DRAGONTONGUE WEAPON
Level: 1d6 + 2
@@ -44439,7 +44439,7 @@
Depletion: 1 in 1d100
-DRAGONTOOTH SOLDIERS
+### DRAGONTOOTH SOLDIERS
Level: 1d6 + 1
@@ -44454,7 +44454,7 @@
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
@@ -44465,7 +44465,7 @@
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: —
-ENCHANTED ARMOR L
+### ENCHANTED ARMOR L
evel: 1d6 + 3
@@ -44482,7 +44482,7 @@
Depletion: —
-EXPLODING ARROW
+### EXPLODING ARROW
Level: 1d6
@@ -44504,7 +44504,7 @@
An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-EXPLORER'S GLOVES
+### EXPLORER'S GLOVES
Level: 1d6
@@ -44515,7 +44515,7 @@
Depletion: 1 in 1d20
-FALCON CLOAK
+### FALCON CLOAK
Level: 1d6
@@ -44529,7 +44529,7 @@
Most magic items that turn a character into a different creature make it difficult to use any of the character's special
abilities (other than skills) in that form.
-FLYING CARPET
+### FLYING CARPET
Level: 1d6 + 1
@@ -44540,7 +44540,7 @@
Depletion: 1 in 1d20
-GHOSTLY ARMOR
+### GHOSTLY ARMOR
Level: 1d6 + 3
@@ -44560,7 +44560,7 @@
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
@@ -44573,7 +44573,7 @@
Depletion: —
-GRUELMAKER
+### GRUELMAKER
Level: 1d6
@@ -44584,7 +44584,7 @@
Depletion: 1 in 1d10
-GUARDIAN IDOL
+### GUARDIAN IDOL
Level: 1d6 + 3
@@ -44598,7 +44598,7 @@
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
@@ -44613,7 +44613,7 @@
Depletion: 1 in 1d20
-HELM OF WATER BREATHING
+### HELM OF WATER BREATHING
Level: 1d6
@@ -44622,7 +44622,7 @@
Depletion: 12 in 1d100 (check each day)
-HORN OF THUNDER
+### HORN OF THUNDER
Level: 1d6 + 4
@@ -44635,7 +44635,7 @@
Depletion: 1 in 1d10
-INSTANT LADDER
+### INSTANT LADDER
Level: 1d6
@@ -44649,7 +44649,7 @@
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
@@ -44662,7 +44662,7 @@
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-MASTERCRAFT ARMOR
+### MASTERCRAFT ARMOR
Level: 1d6
@@ -44672,7 +44672,7 @@
Depletion: —
-MASTERCRAFT WEAPON
+### MASTERCRAFT WEAPON
Level: 1d6
@@ -44686,7 +44686,7 @@
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
@@ -44697,7 +44697,7 @@
Depletion: —
-NECROMANTIC WAND
+### NECROMANTIC WAND
Level: 1d6 + 4
@@ -44712,7 +44712,7 @@
Depletion: 1 in 1d10
-PACK OF STORAGE
+### PACK OF STORAGE
Level: 1d6 + 1
@@ -44725,7 +44725,7 @@
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
pack)
-POISONER'S TOUCH
+### POISONER'S TOUCH
Level: 1d6 + 1
@@ -44738,7 +44738,7 @@
Depletion: 1 in 1d10
-PROTECTION AMULET
+### PROTECTION AMULET
Level: 1d6
@@ -44756,7 +44756,7 @@
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-RING OF FALL FLOURISHING
+### RING OF FALL FLOURISHING
Level: 1d6
@@ -44766,7 +44766,7 @@
Depletion: 1 in 1d100
-RING OF INVISIBILITY
+### RING OF INVISIBILITY
Level: 1d6
@@ -44777,7 +44777,7 @@
Depletion: 1 in 1d20
-RING OF WISHES
+### RING OF WISHES
Level: 1d6 + 4
@@ -44789,7 +44789,7 @@
Depletion: 13 in 1d6
-SHIELD OF TWO SKIES
+### SHIELD OF TWO SKIES
Level: 1d6 + 2
@@ -44800,7 +44800,7 @@
Depletion: 1 in 1d100
-SKILL RING
+### SKILL RING
Level: 1d6
@@ -44811,7 +44811,7 @@
Depletion: —
-SMOOTH-STEPPING BOOTS
+### SMOOTH-STEPPING BOOTS
Level: 1d6 + 1
@@ -44823,7 +44823,7 @@
Depletion: 1 in 1d100
-SOUL-STEALING KNIFE
+### SOUL-STEALING KNIFE
Level: 1d6
@@ -44839,7 +44839,7 @@
Depletion: 1 in 1d20 (check each activation)
-SOVEREIGN KEY
+### SOVEREIGN KEY
Level: 1d6 + 2
@@ -44851,7 +44851,7 @@
Depletion: 1 in 1d10
-SPELLBOOK OF ELEMENTAL SUMMONING
+### SPELLBOOK OF ELEMENTAL SUMMONING
Level: 1d6 + 1
@@ -44863,7 +44863,7 @@
Depletion: 13 in 1d20
-STAFF OF BLACK IRON
+### STAFF OF BLACK IRON
Level: 1d6 + 2
@@ -44885,7 +44885,7 @@
Depletion: 1 in 1d100
-STAFF OF HEALING
+### STAFF OF HEALING
Level: 1d6 + 4
@@ -44897,7 +44897,7 @@
Depletion: 1 in 1d10
-STAFF OF THE PROPHET
+### STAFF OF THE PROPHET
Level: 1d6 + 2
@@ -44918,7 +44918,7 @@
Depletion: 1 in 1d20
-STORM SHACK
+### STORM SHACK
Level: 1d6 + 3
@@ -44933,7 +44933,7 @@
Depletion: 1 in 1d100
-TRAP RUNESTONE
+### TRAP RUNESTONE
Level: 1d6
@@ -44952,7 +44952,7 @@
Depletion: Automatic
-TUNNELING GAUNTLETS
+### TUNNELING GAUNTLETS
Level: 1d6 + 1
@@ -44965,7 +44965,7 @@
Depletion: 1 in 1d20
-VORPAL SWORD
+### VORPAL SWORD
Level: 1d6 + 3
@@ -44978,7 +44978,7 @@
Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-WAND OF SPIDER'S WEBBING
+### WAND OF SPIDER'S WEBBING
Level: 1d6 + 1
@@ -44992,7 +44992,7 @@
Depletion: 1 in 1d20
-WHISPERER IN THE ETHER
+### WHISPERER IN THE ETHER
Level: 1d6 + 1
@@ -45014,7 +45014,7 @@
Depletion: 1 in 1d20 (check each day)
-WITCH'S BROOM
+### WITCH'S BROOM
Level: 1d6 + 2
@@ -45141,7 +45141,7 @@
likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
of other encounters and are worn down.
-CYPHER SHORTS
+### CYPHER SHORTS
Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure
with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single
@@ -45165,7 +45165,7 @@
Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
should be ready to do the same.
-CHARACTER CREATION
+### CHARACTER CREATION
Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
help players move quickly, without spending a lot of time deciding between this focus and that one.
@@ -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.
@@ -45198,7 +45198,7 @@
Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-TYPES
+### TYPES
This is the role the character will have in the story. Types will likely change from genre
@@ -45279,7 +45279,7 @@
• Have another power shift.
-FOCUS
+### FOCUS
A focus determines the actions a character might often take in the story.
@@ -45306,18 +45306,18 @@
Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
the exception of miscellaneous powers.)
-THE SCENARIO
+### THE SCENARIO
When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-SETUP
+### SETUP
This section of a Cypher Short is a brief overview of the setting and the premise of
the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-POSSIBLE ENCOUNTERS
+### POSSIBLE ENCOUNTERS
This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
@@ -45330,7 +45330,7 @@
NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
the personality of any relevant NPC, and so on.
-GM INTRUSIONS
+### GM INTRUSIONS
Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
@@ -45338,19 +45338,19 @@
same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
adventure than you're used to in a standard Cypher System game.
-THE CONCLUSION
+### THE CONCLUSION
Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
too much about what happens next. It's a one-shot scenario.
-TRAPPED IN FLAMES
+### TRAPPED IN FLAMES
The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
ringing!
-CHARACTER CREATION
+### CHARACTER CREATION
The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
@@ -45378,7 +45378,7 @@
All random people in the building are level 2 or 3 NPCs.
-THE SETUP
+### THE SETUP
The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
@@ -45411,7 +45411,7 @@
• Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-POSSIBLE ENCOUNTERS
+### POSSIBLE ENCOUNTERS
Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
information. Some of it is true and some isn't. Things they might try to say include:
@@ -45474,7 +45474,7 @@
through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-GM INTRUSIONS
+### GM INTRUSIONS
Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
@@ -45495,7 +45495,7 @@
the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
the firefighters arrive.
-THE CONCLUSION
+### THE CONCLUSION
Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
@@ -45505,14 +45505,14 @@
rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
terrorist, or even an undercover foreign agent working for the terrorist
-ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
-STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
+### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
+### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
-OPTIONAL RULES
+### OPTIONAL RULES
-OPTIONAL MODERN FANTASY RULES
+### OPTIONAL MODERN FANTASY RULES
-CANTRIPS
+### CANTRIPS
Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
@@ -45838,7 +45838,7 @@
way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-COVENS
+### COVENS
Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
@@ -45939,7 +45939,7 @@
ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-CRAFTING MAGIC ITEMS
+### CRAFTING MAGIC ITEMS
Crafting Cyphers
@@ -46042,7 +46042,7 @@
the character to follow the steps for crafting a magical cypher. Crafting this kind of artifact takes up to five times
as many ingredients and up to twenty times as long as crafting a cypher of the same assessed difficulty.
-EXCEEDING CYPHER LIMITS
+### EXCEEDING CYPHER LIMITS
Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
@@ -46355,7 +46355,7 @@
</tbody>
</table>
-FAMILIARS
+### FAMILIARS
In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
@@ -46427,7 +46427,7 @@
Tier 6: As If One Creature
-REVIVING ARTIFACTS
+### REVIVING ARTIFACTS
While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
@@ -46442,9 +46442,9 @@
depletion number is equal to or higher than the highest number the die can roll (like 16 on a d6), change the
artifact's depletion to "automatic."
-OPTIONAL MODERN MAGIC FLAVOR
+### OPTIONAL MODERN MAGIC FLAVOR
-MODERN MAGIC FLAVORS
+### MODERN MAGIC FLAVORS
Charms and Figments Flavor
@@ -46860,7 +46860,7 @@
Untouchable
-OPTIONAL RULES FOR THE APOCALYPSE
+### OPTIONAL RULES FOR THE APOCALYPSE
The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
civilization falls. Some represent useful information that rarely comes up in other games but is everpresent in almost
@@ -46883,7 +46883,7 @@
running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
to the game.
-EXPOSURE, STARVATION, AND DEHYDRATION
+### EXPOSURE, STARVATION, AND DEHYDRATION
Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
postapocalyptic scenario, given that survival is a primary theme of the genre.
@@ -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.
@@ -46921,7 +46921,7 @@
exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
minutes. On a failed roll, the character descends one step on the damage track.
-RULE OF THREE
+### RULE OF THREE
One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
@@ -46929,7 +46929,7 @@
environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
is not most people. Usually, in a postapocalyptic RPG scenario, PCs won't have such luxuries.
-STARVATION
+### STARVATION
Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
@@ -46937,7 +46937,7 @@
character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
step on the damage track.
-DEHYDRATION
+### DEHYDRATION
Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
@@ -46945,7 +46945,7 @@
lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
defense roll each day. On a failed roll, the character descends one step on the damage track.
-RADIATION IN THE REAL WORLD
+### RADIATION IN THE REAL WORLD
Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
cancer, and death.
@@ -46998,7 +46998,7 @@
Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
-SCAVENGING, REPAIRING, AND BUILDING
+### SCAVENGING, REPAIRING, AND BUILDING
Survivors need food and shelter in a world turned upside down.
@@ -47066,7 +47066,7 @@
dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
evident.
-USEFUL STUFF
+### USEFUL STUFF
Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
stuff is often found along with these basic requirements.
@@ -48510,7 +48510,7 @@
</tbody>
</table>
-JUNK
+### JUNK
Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
@@ -48547,7 +48547,7 @@
| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
-REPAIRING AND BUILDING
+### REPAIRING AND BUILDING
Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more roughandready look
@@ -48578,7 +48578,7 @@
time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
in the Cypher System Rulebook.
-EQUIPMENT MAINTENANCE
+### EQUIPMENT MAINTENANCE
When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
@@ -48815,7 +48815,7 @@
If treated as a PreApocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
can be recharged with 1 load of metal junk and 1 load of chemical junk).
-IRONMAN
+### IRONMAN
This optional rule pares back some of the betterthannormal advantages that Cypher System PCs have over most regular
people.
@@ -48834,7 +48834,7 @@
for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
-FRAGILITY
+### FRAGILITY
This optional rule prevents power creep in PCs.
@@ -48852,7 +48852,7 @@
adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
Front (which permanently increase one or more Pools).
-ADVANCED AND ALIEN TECH
+### ADVANCED AND ALIEN TECH
Many popular postapocalyptic stories feature salvage in the form of highly advanced or even alien technology.
@@ -48866,12 +48866,12 @@
setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
but the tech could just as easily stand alone or be part of an End of Days theme.
-ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
+### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
discover unusual objects in the form of fantastic cyphers and unusual postapocalyptic artifacts.
-UNDERSTANDING ADVANCED AND ALIEN TECH
+### UNDERSTANDING ADVANCED AND ALIEN TECH
Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
harder.
@@ -48890,7 +48890,7 @@
intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
advanced or alien device in a PC's possession.
-ADVANCED AND ALIEN TECH GM INTRUSIONS
+### ADVANCED AND ALIEN TECH GM INTRUSIONS
Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
understand how to use it again after resolving the intrusion.
@@ -48909,7 +48909,7 @@
| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
-INCREDIBLE MUTATIONS
+### INCREDIBLE MUTATIONS
Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
@@ -48971,13 +48971,13 @@
- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
-OPTIONAL RULE: MUTANT DESCRIPTOR
+### OPTIONAL RULE: MUTANT DESCRIPTOR
If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
resulting PC is one that the player wants to play.
-OPTIONAL RULE: TRANSITORY MUTATIONS
+### OPTIONAL RULE: TRANSITORY MUTATIONS
Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
@@ -49055,7 +49055,7 @@
then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
their current Pool value, depending on whether they were completely healthy or not.
-D100 BENEFICIAL MUTATIONS
+### D100 BENEFICIAL MUTATIONS
The following mutations do not require any visible changes or distinctions in the character. In other words, people who
have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
@@ -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.
@@ -49151,13 +49151,13 @@
9300 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
-CRIPPLING MUTATIONS
+### CRIPPLING MUTATIONS
A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
and so on. Such mutations prevent a character from being viable.
-D100 POWERFUL MUTATIONS
+### D100 POWERFUL MUTATIONS
The following mutations do not require any visible changes in the character until used. People who have these mutations
are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
@@ -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 character's appearance. People who have these mutations
are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
@@ -49400,7 +49400,7 @@
noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
-COSMETIC MUTATIONS
+### COSMETIC MUTATIONS
Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
decidedly more or less attractive. They are simply distinguishing alterations.
@@ -49944,7 +49944,7 @@
</tbody>
</table>
-GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
+### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
@@ -50114,7 +50114,7 @@
9900 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
but someplace completely different.
-OPTIONAL RULES FOR SUPERHEROs
+### OPTIONAL RULES FOR SUPERHEROs
Power Shifts
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
@@ -50162,7 +50162,7 @@
three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-PRODIGY POWER SHIFTS
+### PRODIGY POWER SHIFTS
Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
@@ -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 game's
start.
-POWER STUNTS
+### POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
Examples:
@@ -50277,7 +50277,7 @@
why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-PERMANENT POWER STUNTS
+### PERMANENT POWER STUNTS
Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
@@ -50291,14 +50291,14 @@
Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
Discovery, Transformation, or Uncover a Secret.
-REALLY IMPOSSIBLE TASKS
+### REALLY IMPOSSIBLE TASKS
The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-FEATS OF STRENGTH
+### FEATS OF STRENGTH
Use the following table to estimate the difficulty of various incredible feats of physical strength.
@@ -50334,7 +50334,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
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
@@ -50358,7 +50358,7 @@
| 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
| 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
-TREMENDOUS LEAPS
+### TREMENDOUS LEAPS
Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
@@ -50375,7 +50375,7 @@
(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
over their head.
-MODIFYING HIGH-TECH DEVICES
+### MODIFYING HIGH-TECH DEVICES
It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
@@ -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
@@ -50425,7 +50425,7 @@
the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
for only about the first quarter of that time and the "helpers" taking care of the rest.
-OPTIONAL RULES FOR HORROR
+### OPTIONAL RULES FOR HORROR
This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
suspenseful. Horror modules are tweaks the GM applies
@@ -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.
@@ -50462,7 +50462,7 @@
• A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
blinding them until they take an action to wipe their eyes clean.
-BAD PENNY
+### BAD PENNY
An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
@@ -50479,7 +50479,7 @@
earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-CHARACTER POSSE
+### CHARACTER POSSE
Every player is given at least two characters to run, each with about the same amount of background and abilities so
they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
@@ -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—they're survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -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, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
@@ -50553,7 +50553,7 @@
Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-HALLUCINATION RESET
+### HALLUCINATION RESET
In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
hallucinating or dreaming it. In some cases, their fear response
@@ -50587,7 +50587,7 @@
something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
know if they should act on their "future memories" of these events or ignore them as falsehoods.
-HORROR MODE
+### HORROR MODE
Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
@@ -50601,7 +50601,7 @@
task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
them feel more vulnerable.
-ESCALATION RATE
+### ESCALATION RATE
<table>
<colgroup>
@@ -50631,7 +50631,7 @@
</tbody>
</table>
-HYSTERIA
+### HYSTERIA
Screaming is a natural reaction when you're frightened, but it's also likely
@@ -50654,7 +50654,7 @@
attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-INSTANT PANIC
+### INSTANT PANIC
Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
@@ -50669,7 +50669,7 @@
person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
it again as an intrusion if the circumstances warrant it.
-IRONMAN
+### IRONMAN
There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
@@ -50682,7 +50682,7 @@
whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
healing cyphers and artifacts, but limit them to the minimum amount.
-LAST SURVIVOR
+### LAST SURVIVOR
Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
@@ -50716,14 +50716,14 @@
everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-MADNESS
+### MADNESS
Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+### PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -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
@@ -50789,7 +50789,7 @@
As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-POOR CHOICES INTRUSIONS
+### POOR CHOICES INTRUSIONS
The following are examples of GM intrusions to use with the Poor Choices module.
@@ -50879,7 +50879,7 @@
• 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 character's body as if it were the demon's own.
The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
@@ -50904,7 +50904,7 @@
Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
the same way that demons do.
-SECRET TWIST
+### SECRET TWIST
It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
@@ -50947,7 +50947,7 @@
sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
separate notes about what the original and the duplicate know.
-SHOCK
+### SHOCK
Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
@@ -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 |
|---------------------------------------------------------------------------------------------------------|----------------|
@@ -50972,7 +50972,7 @@
| Witnessing something supernatural (like a spell) | 5 |
| Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
-UNEASE
+### UNEASE
Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
@@ -50997,7 +50997,7 @@
In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-OPTIONAL RULES FOR FAIRYTALE
+### OPTIONAL RULES FOR FAIRYTALE
Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
@@ -51324,7 +51324,7 @@
• Thimble
-GM INTRUSIONS
+### GM INTRUSIONS
GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
all while making the game more interesting and surprising for characters.
@@ -51435,7 +51435,7 @@
</tbody>
</table>
-PLAYER INTRUSIONS
+### PLAYER INTRUSIONS
A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
@@ -51476,7 +51476,7 @@
If a player has no XP to spend, they can't 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
@@ -51514,14 +51514,14 @@
• A shapeshifting or disguise spell or ability works so well that the foe's 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.
Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-CURRENCY
+### CURRENCY
In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
@@ -51539,7 +51539,7 @@
moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
something that taxes the PCs and really puts their skills and dedication to the test.
-SIGNATURE ITEMS
+### SIGNATURE ITEMS
In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
very important. They're often unique and handcrafted,
@@ -51547,7 +51547,7 @@
they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
have undergone repairs or have markings that tell something about the character's background.
-APPAREL AND ARMOR
+### APPAREL AND ARMOR
In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
otherwise or unless it is designated as armor),
@@ -51557,7 +51557,7 @@
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
accomplishing tasks.
-OPTIONAL RULES FOR SCIENCE FICTION
+### OPTIONAL RULES FOR SCIENCE FICTION
Establishing a Technology Rating
@@ -51567,7 +51567,7 @@
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 you'd 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 don't stick inside a previously declared lane. The setting is your background for telling a compelling
@@ -51576,13 +51576,13 @@
doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-COSMIC SET PIECES AND OPTIONAL RULES
+### COSMIC SET PIECES AND OPTIONAL RULES
This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
+### 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.
@@ -51606,7 +51606,7 @@
exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
character.)
-OPTIONAL RULES: HARDER SCIENCE FICTION
+### OPTIONAL RULES: HARDER SCIENCE FICTION
Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
@@ -51637,7 +51637,7 @@
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.
-VOID RULES
+### VOID RULES
The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
@@ -51669,13 +51669,13 @@
decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
situation.
-EFFECTS OF VACUUM
+### EFFECTS OF VACUUM
In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
during that time, they can be revived. If not, they die
-VACUUM GM INTRUSIONS
+### VACUUM GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51686,7 +51686,7 @@
| 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
| 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-SPACE SUITS ARE FALLIBLE
+### SPACE SUITS ARE FALLIBLE
Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
@@ -51694,7 +51694,7 @@
a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
and by being able to maintain a higher internal pressure than soft suits.
-SPACE SUITS GM INTRUSIONS
+### SPACE SUITS GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51705,7 +51705,7 @@
| 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
+### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
@@ -51719,7 +51719,7 @@
or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
speeds. Normally.
-ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
+### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51730,7 +51730,7 @@
| 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
+### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
@@ -51739,7 +51739,7 @@
returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
parasite could also do them in.
-SPACE HEALTH HAZARD GM INTRUSIONS
+### SPACE HEALTH HAZARD GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51750,14 +51750,14 @@
| 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. It's only when something else distracting
or dangerous is happening simultaneously that routine movements through a ship or station become potentially
problematic.
-MOVING IN MICROGRAVITY GM INTRUSIONS
+### MOVING IN MICROGRAVITY GM INTRUSIONS
| d6 | GM Intrusions (Choose Best Option) |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51768,7 +51768,7 @@
| 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
| 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
-OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
+### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
@@ -51809,35 +51809,35 @@
The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-BASE COMBAT TASK MODIFIERS
+### BASE COMBAT TASK MODIFIERS
The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
easing a PC's roll. Track each change in effective level on the space combat status tracker
-SPACECRAFT LEVEL DIFFERENCE
+### SPACECRAFT LEVEL DIFFERENCE
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.
-MISMATCHED TECH RATING
+### MISMATCHED TECH RATING
It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
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.
-SUPERIOR SHIP SYSTEMS
+### SUPERIOR SHIP SYSTEMS
Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
tasks if that specific system is involved.
-REDLINE MANEUVER
+### REDLINE MANEUVER
When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
@@ -51881,7 +51881,7 @@
If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
+### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
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
@@ -51891,7 +51891,7 @@
systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
are 2 levels higher than their own
-BRIDGE COMBAT
+### BRIDGE COMBAT
If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
@@ -51915,7 +51915,7 @@
shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
station.
-WEAPONS
+### WEAPONS
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
@@ -51925,7 +51925,7 @@
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) |
|-----|------------------------------------------------------------------------------------------------------------|
@@ -51936,7 +51936,7 @@
| 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
| 06 | Weapon melts to slag, must be replaced at a shipyard. |
-PILOTING
+### PILOTING
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
@@ -51950,7 +51950,7 @@
character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
hull or shields, so there's no significant damage.
-PILOTING SYSTEM GM INTRUSIONS
+### PILOTING SYSTEM GM INTRUSIONS
| d6 | GM Intrusions |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51961,7 +51961,7 @@
| 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
| 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-SCIENCE AND ENGINEERING
+### SCIENCE AND ENGINEERING
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
@@ -51970,7 +51970,7 @@
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 |
|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -51981,14 +51981,14 @@
| 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. |
-OPTIONAL: COMMAND
+### OPTIONAL: COMMAND
Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
captain commanding someone else to do something can't redline; it would be up to the person who received the command
whether to try to redline or not, and to face any GM intrusion consequences.
-BRIDGE COMBAT AT THE TABLE
+### BRIDGE COMBAT AT THE TABLE
Running a combat using these extended rules is straightforward.
@@ -52017,7 +52017,7 @@
enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
will be close enough to begin attacking, and let the combat flow
-VEHICLES FIGHTING CREATURES
+### VEHICLES FIGHTING CREATURES
Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
@@ -52035,7 +52035,7 @@
character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
of damage.
-PC WEAPON SYSTEM OPTIONS
+### PC WEAPON SYSTEM OPTIONS
All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
@@ -52050,7 +52050,7 @@
| Coordinate fire | | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't 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.
@@ -52065,7 +52065,7 @@
| 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.
@@ -52080,7 +52080,7 @@
| 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
+### OPTIONAL RULE: PSIONICS
Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
@@ -52089,14 +52089,14 @@
Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
in the Cypher System Rulebook.
-LATENT PSIONICS
+### LATENT PSIONICS
Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
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.
@@ -52115,7 +52115,7 @@
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 character's
@@ -52126,7 +52126,7 @@
character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
high-tier ability.
-PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
+### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
@@ -52144,14 +52144,14 @@
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.
-MORE POWERFUL PSIONICS
+### 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.
-OPTIONAL RULE: POSTHUMAN UPGRADES
+### OPTIONAL RULE: POSTHUMAN UPGRADES
Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
@@ -52159,7 +52159,7 @@
go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
level of characters.
-INTRODUCING UPGRADES TO YOUR SETTING
+### 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 that's enough and they're done.
@@ -52194,7 +52194,7 @@
• PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-POSTHUMAN PACKAGES
+### POSTHUMAN PACKAGES
Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
your PCs gain.
@@ -52219,7 +52219,7 @@
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
+### POSTHUMAN POWER SHIFTS
A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
@@ -52250,7 +52250,7 @@
five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
Once the shifts are assigned, they should not change.
-SALVAGE FROM A SPACECRAFT
+### SALVAGE FROM A SPACECRAFT
If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
@@ -52271,12 +52271,12 @@
| 09 | GM-selected robot, advanced tech rating (variable) |
| 10 | GM-selected armament, advanced tech rating (variable) |
-SPACE HAZARDS
+### SPACE HAZARDS
A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-GRAVITY WELL
+### GRAVITY WELL
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
@@ -52292,7 +52292,7 @@
Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
the craft to expend additional power to get free (power it may or may not have)
-BLACK HOLE
+### BLACK HOLE
Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
@@ -52316,7 +52316,7 @@
from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
post-singularity AI or ancient ultra.
-RADIATION BELT/SOLAR FLARE
+### RADIATION BELT/SOLAR FLARE
Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
@@ -52330,7 +52330,7 @@
single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
the damage track for each day they fail a Might defense roll until they expire.
-ASTEROID/DEBRIS FIELD
+### ASTEROID/DEBRIS FIELD
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
@@ -52347,7 +52347,7 @@
spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
spin, then slide into the cramped space.
-SHIP COLLISION DAMAGE TRACK
+### SHIP COLLISION DAMAGE TRACK
| Number of Collisions | Effect |
|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -52358,7 +52358,7 @@
| 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
| 10 | Spacecraft is completely destroyed |
-FTL INSTABILITY
+### FTL INSTABILITY
Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
@@ -52386,7 +52386,7 @@
as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
creating/falling into a spatial anomaly.
-SPATIAL ANOMALY
+### SPATIAL ANOMALY
Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
@@ -52398,12 +52398,12 @@
spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
so
-WEAK, SIM, STRONG, AND POST-SINGULARITY AI
+### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
four categories: Weak, Sim, Strong, and Post-singularity.
-WEAK AI
+### WEAK AI
Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
focused on very narrow tasks, such as playing chess.
@@ -52416,7 +52416,7 @@
Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-SIM AI
+### SIM AI
Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
@@ -52429,7 +52429,7 @@
Sim AI: level equal to the ship, station, or installation in which it is installed
-STRONG AI
+### STRONG AI
Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
@@ -52442,7 +52442,7 @@
Strong AI: level 58, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
Intelligence on page 115
-POST- SINGULARITY
+### POST- SINGULARITY
Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
generation immediately designed an even more advanced third generation, and so on from there. This iterating
@@ -52464,7 +52464,7 @@
Post-singularity AI: : level 10; see godmind
-ANCIENT ULTRAS
+### ANCIENT ULTRAS
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
@@ -52474,7 +52474,7 @@
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
@@ -52484,7 +52484,7 @@
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).
-OPTIONAL RULES FOR VEHICLES & SPACECRAFT
+### OPTIONAL RULES FOR VEHICLES & SPACECRAFT
Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
guidance here regarding "vehicles" also applies to spacecraft.
@@ -52495,24 +52495,24 @@
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 vehicle's tech rating. However, the
price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's 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
rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
power source, too.
-PRICELESS PRICE CATEGORY
+### PRICELESS PRICE CATEGORY
A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
similar entity appropriate to the setting, to acquire or build.
-FIGHTING IN A VEHICLE
+### FIGHTING IN A VEHICLE
If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
@@ -52523,7 +52523,7 @@
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
+### DRIVERLESS VEHICLES
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 vehicle's level, though all such self-driving tasks are
@@ -52533,7 +52533,7 @@
control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
are not subject to the task hindrance that more basic driverless vehicles suffer.
-LOOKING FOR MORE VEHICLE OPTIONS
+### LOOKING FOR MORE VEHICLE OPTIONS
A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
close and adapt the listing.
@@ -52541,16 +52541,16 @@
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
+### PLANETARY VEHICLE LISTING
-CYCLES
+### CYCLES
-CONTEMPORARY
+### CONTEMPORARY
Motorcycle, dirt bike
@@ -52572,7 +52572,7 @@
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.
-ADVANCED
+### ADVANCED
Motorcycle, battle
@@ -52610,7 +52610,7 @@
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.
-FANTASTIC
+### FANTASTIC
Hover speedster
@@ -52658,11 +52658,11 @@
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 isn't top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
-WHEELED VEHICLE GM INTRUSIONS
+### WHEELED VEHICLE GM INTRUSIONS
| d10 | Intrusion |
|-----|---------------------------------------------------------------------------------------------------------------------------------|
@@ -52677,7 +52677,7 @@
| 09 | Vehicle's brakes freezes. |
| 10 | Vehicle's tire unexpectedly blows out. |
-CONTEMPORARY
+### CONTEMPORARY
Car, used
@@ -52721,7 +52721,7 @@
truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-ADVANCED
+### ADVANCED
Hovercar
@@ -52766,7 +52766,7 @@
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
+### FANTASTIC
Car, flying
level 5 (15)
@@ -52787,9 +52787,9 @@
prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
power reserves remain intact).
-AIRCRAFT
+### AIRCRAFT
-HOVERING AND FLYING VEHICLE GM INTRUSIONS
+### HOVERING AND FLYING VEHICLE GM INTRUSIONS
| d10 | Intrusion |
|-----|--------------------------------------------------------------------------------------------------------|
@@ -52804,7 +52804,7 @@
| 09 | Vehicle runs out of fuel or power while inflight |
| 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-CONTEMPORARY
+### CONTEMPORARY
Airplane, basic
@@ -52836,7 +52836,7 @@
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
+### ADVANCED
Cloud surfing board
level 1 (3)
@@ -52896,7 +52896,7 @@
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
+### FANTASTIC
Hoverboard
level 2 (6)
@@ -52940,9 +52940,9 @@
on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
between planets or even stars, like small versions of stellar gates.
-SEACRAFT
+### SEACRAFT
-SEACRAFT GM INTRUSIONS
+### SEACRAFT GM INTRUSIONS
| d10 | Intrusion |
|-----|----------------------------------------------------------------------------------------------------------|
@@ -52957,7 +52957,7 @@
| 09 | Character(s) fall overboard. |
| 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
-CONTEMPORARY
+### CONTEMPORARY
Jet ski
@@ -53041,7 +53041,7 @@
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
+### ADVANCED
Sub, waterglide
level 4 (12)
@@ -53069,7 +53069,7 @@
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
+### FANTASTIC
Manta
@@ -53080,9 +53080,9 @@
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
+### MECHS AND TANKS
-CONTEMPORARY
+### CONTEMPORARY
Tank
@@ -53094,7 +53094,7 @@
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.
-ADVANCED
+### ADVANCED
Mech, loader
@@ -53128,7 +53128,7 @@
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.
-FANTASTIC
+### FANTASTIC
Colossal battle mech
@@ -53143,7 +53143,7 @@
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
@@ -53155,7 +53155,7 @@
spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
hazards.
-SPACECRAFT GM INTRUSIONS
+### SPACECRAFT GM INTRUSIONS
| d10 | Intrusion |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -53170,7 +53170,7 @@
| 09 | External operations lead to a character being bucked off craft into empty space. |
| 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-SPACECRAFT UPKEEP
+### 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.
@@ -53183,9 +53183,9 @@
| 8-9 | Exorbitant |
| 10 | Priceless |
-TRAVEL TIMES
+### TRAVEL TIMES
-SOLAR SYSTEM TRAVEL TIMES
+### SOLAR SYSTEM TRAVEL TIMES
| Origin | Destination | Travel Time Nuclear Plasma |
|---------------|-----------------------|-----------------------------|
@@ -53199,7 +53199,7 @@
| Uranus | Neptune | 100 +1d20 days |
| Neptune | Pluto | 100 +1d20 days |
-RETROFITTING POWER AND DRIVES
+### RETROFITTING POWER AND DRIVES
Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
in order to give them the ability to move further.. The main reason to do this is that such ships cost much less,
@@ -53207,7 +53207,7 @@
rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-CONTEMPORARY POWER
+### 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.
@@ -53217,7 +53217,7 @@
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.
-CONTEMPORARY DRIVES
+### CONTEMPORARY DRIVES
Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
@@ -53228,15 +53228,15 @@
ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
around the solar system, if perfected.
-ADVANCED
+### ADVANCED
-ADVANCED POWER
+### ADVANCED POWER
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).
-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.
@@ -53245,9 +53245,9 @@
thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
the fusion product as an exhaust to provide thrust.
-FANTASTIC
+### 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
@@ -53261,7 +53261,7 @@
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.
-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
@@ -53286,7 +53286,7 @@
minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
matter the distance traveled, or the objective time noted by external observers.
-PIONEER-ERA SPACECRAFT
+### PIONEER-ERA SPACECRAFT
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
@@ -53296,7 +53296,7 @@
trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
don't have weapon systems.
-CONTEMPORARY
+### CONTEMPORARY
Space Capsule
@@ -53333,19 +53333,19 @@
on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
process of many months and another priceless expenditure in cost.
-TORPEDOS IN SPACE COMBAT
+### TORPEDOS IN SPACE COMBAT
Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
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 can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
+### ADVANCED
Wafercraft, exploration
level 1 (3)
@@ -53501,7 +53501,7 @@
access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
essentially geostationary orbit.
-STARSHIPS
+### STARSHIPS
Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
@@ -53510,7 +53510,7 @@
Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-FANTASTIC
+### FANTASTIC
Dagger fighter
@@ -53594,13 +53594,13 @@
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
+### FANTASTIC
Gate, planetary
level 3 (9)
@@ -53657,14 +53657,14 @@
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 it's likely
they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
in 1d20.
-FANTASTIC
+### FANTASTIC
Car, temporal/dimensional
@@ -53685,7 +53685,7 @@
locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
by the pilot. Enormous power requirements require recharge period of several days between each use.
-VEHICLES AS ARTIFACTS
+### VEHICLES AS ARTIFACTS
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
@@ -53693,7 +53693,7 @@
A couple of examples of such artifacts are presented here.
-GATE RING
+### GATE RING
Level: 1d6 + 4
@@ -53707,7 +53707,7 @@
Depletion: Automatic (if gate is formed)
-FRACTAL TRAVELER
+### FRACTAL TRAVELER
Level: 1d6 + 4
@@ -53721,15 +53721,15 @@
Depletion: 1 in 1d6
-OPTIONAL RULES FOR FANTASY
+### OPTIONAL RULES FOR FANTASY
-MAGICAL RULES MODULES
+### MAGICAL RULES MODULES
-CRAFTING MAGIC ITEMS
+### CRAFTING MAGIC ITEMS
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 they're trying to create, which must be in the level range for the cypher as listed in the Cypher
@@ -53803,7 +53803,7 @@
> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
> day
-CRAFTING ARTIFACTS
+### CRAFTING ARTIFACTS
Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
@@ -53817,15 +53817,15 @@
this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
the same assessed difficulty
-RITUAL MAGIC
+### RITUAL MAGIC
-TIME
+### TIME
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.
-DIFFICULTY AND SUBTASKS
+### DIFFICULTY AND SUBTASKS
Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
@@ -53843,28 +53843,28 @@
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.
-POOL INVESTMENT
+### 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).
-ACCELERATED PERFORMANCE
+### ACCELERATED PERFORMANCE
The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
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
might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-UNDERSTANDING THE EXAMPLES
+### UNDERSTANDING THE EXAMPLES
Each ritual is described in the following format.
@@ -53881,7 +53881,7 @@
Other Assets: Kinds of abilities that can help success.
-BESEECH
+### BESEECH
Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
@@ -53907,7 +53907,7 @@
Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
space to talk in person.
-CONJURE THE DEAD
+### CONJURE THE DEAD
Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
@@ -53932,7 +53932,7 @@
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
@@ -53957,7 +53957,7 @@
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
@@ -53982,7 +53982,7 @@
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
@@ -54010,7 +54010,7 @@
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 ritual's level can't enter the area or
@@ -54033,7 +54033,7 @@
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.
@@ -54055,7 +54055,7 @@
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
@@ -54076,7 +54076,7 @@
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
@@ -54104,7 +54104,7 @@
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 ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
@@ -54130,7 +54130,7 @@
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
@@ -54151,7 +54151,7 @@
Other Assets: Healing magic, resistance to the target's 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
@@ -54177,7 +54177,7 @@
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.
-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
@@ -54197,17 +54197,17 @@
Other Assets: Death spells, instant-kill abilities, soul manipulation
-MAGICAL TECHNOLOGY
+### MAGICAL TECHNOLOGY
To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
regular (nonmagical) items.
-MAGIC PLUS TECHNOLOGY
+### MAGIC PLUS TECHNOLOGY
Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
certainly be manifest cyphers or artifacts. Here's an example cypher:
-FROZEN TIMEPIECE
+### FROZEN TIMEPIECE
Level: 1d6 + 2
@@ -54218,7 +54218,7 @@
And here's an example artifact:
-TRUTH BINOCULARS
+### TRUTH BINOCULARS
Level: 1d6 + 2
@@ -54234,7 +54234,7 @@
you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
very different.
-TECHNOLOGY THAT INTERACTS WITH MAGIC
+### TECHNOLOGY THAT INTERACTS WITH MAGIC
In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
interact and cope with it. Technological devices that are not magical but deal with magic could include:
@@ -54250,12 +54250,12 @@
signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-MAGIC THAT INTERACTS WITH TECHNOLOGY
+### MAGIC THAT INTERACTS WITH TECHNOLOGY
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
@@ -54264,7 +54264,7 @@
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.
-POWER DEVICE
+### POWER DEVICE
Level: 1d6 + 2
@@ -54272,7 +54272,7 @@
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
flashlight, the battery is fully charged.
-SCREEN CONTROL
+### SCREEN CONTROL
Level: 1d6 + 2
@@ -54283,7 +54283,7 @@
Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
though the technology involved might not have any common principles
-MIND CONTROL
+### MIND CONTROL
From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
@@ -54318,7 +54318,7 @@
A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-MYSTICAL MARTIAL ARTS
+### MYSTICAL MARTIAL ARTS
If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
portray the kinds of things characters in such stories can accomplish.
@@ -54352,7 +54352,7 @@
> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
> building up and cultivating the energy known as qi and using it for supernatural effects.
-POSSESSION
+### POSSESSION
Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
person, taking over a character's body as if it were the creature's own. The creature must touch the character to
@@ -54381,7 +54381,7 @@
Possession is like mind control in that it takes away a player's ability to control their character, and that can make
some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-SECRET AND TRUE NAMES
+### SECRET AND TRUE NAMES
Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
@@ -54393,7 +54393,7 @@
Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
the Uncover a Secret character arc to do so.
-WISHES
+### WISHES
Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
@@ -54411,19 +54411,19 @@
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
+### AWARDING TREASURE
It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-GOLD
+### 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.
-MANIFEST CYPHERS
+### MANIFEST CYPHERS
The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
@@ -54438,7 +54438,7 @@
are generally considered to be about the same value, although local biases and NPC interests may affect their
willingness to trade certain items despite or because of a level disparity
-ARTIFACTS
+### ARTIFACTS
Artifacts are the high end of magical currency, and in terms of buying and selling them, they're 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
@@ -54450,13 +54450,13 @@
expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
could be worth about the same as an exorbitant item.
-DUNGEONS, CASTLES, AND KEEPS
+### DUNGEONS, CASTLES, AND KEEPS
This section describes several kinds of common physical features and their game stats. Any of these levels can be
adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
reinforced by magic so its level is higher, and so on.
-WALLS
+### 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.
@@ -54480,7 +54480,7 @@
- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-DOORS
+### DOORS
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
@@ -54512,17 +54512,17 @@
necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-TRAPS
+### TRAPS
One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-TRIGGERING TRAPS
+### TRIGGERING TRAPS
Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
activates.
-FINDING TRAPS
+### FINDING TRAPS
Most characters won't notice traps unless actively looking for them; they don't 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
@@ -54540,7 +54540,7 @@
trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
they've resolved the first trap.
-DISABLING, DAMAGING, AND BYPASSING TRAPS
+### DISABLING, DAMAGING, AND BYPASSING TRAPS
A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
@@ -54559,7 +54559,7 @@
Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
hindered by two additional steps).
-UNDERSTANDING THE LISTINGS
+### UNDERSTANDING THE LISTINGS
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 doesn't apply to a particular trap, it is omitted
@@ -54584,7 +54584,7 @@
GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-COMMON TRAP POISONS
+### 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.
@@ -54616,7 +54616,7 @@
time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
then making them groggy for an hour, even if they're awakened early).
-ARROW 4 (12)
+### ARROW 4 (12)
Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
@@ -54631,7 +54631,7 @@
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.
-CRUSHING WALL 6 (18)
+### 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).
@@ -54650,7 +54650,7 @@
can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
and can now reach the characters.
-DISINTEGRATION 7 (21)
+### 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.
@@ -54660,7 +54660,7 @@
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.
-EXPLOSIVE GLYPH 4 (12)
+### 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,
@@ -54676,7 +54676,7 @@
character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
curse is removed.
-FLOODING ROOM 4 (12)
+### 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.
@@ -54693,7 +54693,7 @@
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.
-MANGLER 3 (9)
+### 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.
@@ -54715,7 +54715,7 @@
fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
poison.
-NET 3 (9)
+### NET 3 (9)
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.
@@ -54731,7 +54731,7 @@
net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
round.
-PIT 4 (12)
+### PIT 4 (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
@@ -54750,7 +54750,7 @@
damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
falls in.
-POISON GAS 3 (9)
+### 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 won't realize at first that they've sprung a trap.
@@ -54769,7 +54769,7 @@
exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-POISON NEEDLE 5 (15)
+### 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.
@@ -54782,7 +54782,7 @@
releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
instead of a poisoned needle, affecting all nearby characters.
-PORTCULLIS 5 (15)
+### PORTCULLIS 5 (15)
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
@@ -54797,7 +54797,7 @@
object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
enemies to make ranged attacks on the trapped character.
-ROLLING BOULDER 6 (12)
+### 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.
@@ -54815,7 +54815,7 @@
is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
which jump out as it moves and attack nearby creatures.
-SLICING BLADE 5 (15)
+### SLICING BLADE 5 (15)
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 blade's reach so a creature who knows of
@@ -54830,7 +54830,7 @@
blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
the initial attack until it is healed.
-SLIDING STAIR 4 (12)
+### SLIDING STAIR 4 (12)
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
@@ -54842,7 +54842,7 @@
between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
the stairs after the sliding character, inflicting an additional 3 points of damage.
-SNAKE PIT 4 (12)
+### 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.
@@ -54852,7 +54852,7 @@
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.
-SPEAR 4 (12)
+### 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.)
@@ -54865,7 +54865,7 @@
of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
falling block or an electrical shock
-TELEPORTER 6 (18)
+### TELEPORTER 6 (18)
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. It's more efficient to kill an intruder than to teleport them, so teleportation is
@@ -54877,11 +54877,11 @@
(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
shark tank, or a boulder in a lava lake.
-CHARACTER OPTIONS
+### CHARACTER OPTIONS
-MODERN MAGIC CHARACTER OPTIONS
+### MODERN MAGIC CHARACTER OPTIONS
-DESCRIPTORS
+### DESCRIPTORS
Most of these descriptors are for characters who are or become significantly nonhuman
@@ -55232,7 +55232,7 @@
4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
-FOCI AND CHARACTER ABILITIES
+### FOCI AND CHARACTER ABILITIES
This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
@@ -56033,7 +56033,7 @@
Word of Death
-NEW ABILITIES (MODERN MAGIC)
+### NEW ABILITIES (MODERN MAGIC)
Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
@@ -56178,12 +56178,12 @@
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
+### AMAZING
You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
@@ -56216,7 +56216,7 @@
4\. You had a hunch that something big was about to go down.
-INCREDIBLE
+### INCREDIBLE
You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
@@ -56248,7 +56248,7 @@
4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-MIGHTY
+### MIGHTY
You have a very impressive physique. Your strength, power, and very importance
@@ -56276,7 +56276,7 @@
4\. An authority figure told you to do this to show you the value of humility.
-SENSATIONAL
+### SENSATIONAL
The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
@@ -56317,7 +56317,7 @@
4\. A supervillain chose to make a scene in the hopes of drawing you out.
-UNCANNY
+### UNCANNY
There's something unusual about you, and it makes other people a little uncomfortable. You know you're
exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
@@ -56362,7 +56362,7 @@
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
-NEW FOCI
+### NEW FOCI
This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
are as follows:
@@ -56391,7 +56391,7 @@
>
> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
-COPIES SUPERPOWERS
+### COPIES SUPERPOWERS
You can copy others' skills, abilities, and superpowers.
@@ -56413,7 +56413,7 @@
powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
own fire bolts).
-HAS A THOUSAND FACES
+### HAS A THOUSAND FACES
You can change your appearance to look like anyone else.
@@ -56437,7 +56437,7 @@
GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-IGNORES PHYSICAL DISTANCE
+### IGNORES PHYSICAL DISTANCE
You can teleport from one place to another by briefly passing through a parallel dimension.
@@ -56456,7 +56456,7 @@
GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
continues through the teleport, injuring the character.
-SCULPTS HARD LIGHT
+### SCULPTS HARD LIGHT
You create physical objects out of hard light that you can use for offense and defense.
@@ -56476,7 +56476,7 @@
GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-SHRINKS TO MINUTE SIZE
+### SHRINKS TO MINUTE SIZE
You can shrink down to the size of a bug and, with enough experience, even smaller.
@@ -56502,7 +56502,7 @@
A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-SOARS ON AMAZING WINGS
+### SOARS ON AMAZING WINGS
Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
@@ -56523,7 +56523,7 @@
GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
target for an unexpected foe.
-STRETCHES
+### STRETCHES
Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
@@ -56546,7 +56546,7 @@
GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
weak.
-TAKES ANIMAL SHAPE
+### TAKES ANIMAL SHAPE
You can transform yourself into an animal.
@@ -56569,7 +56569,7 @@
Greater Beast Form applies to using Animal Shape.
-TOUCHES THE SKY
+### TOUCHES THE SKY
You can summon storms or break them apart.
@@ -56588,7 +56588,7 @@
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.
-WIELDS AN ENCHANTED WEAPON
+### WIELDS AN ENCHANTED WEAPON
You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
combat with it.
@@ -56612,7 +56612,7 @@
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 weapon's energy discharges in an unexpected way.
-WIELDS INVISIBLE FORCE
+### WIELDS INVISIBLE FORCE
You bend light and manipulate beams of force for offense and defense.
@@ -56633,7 +56633,7 @@
GM Intrusions: Invisibility partially fades, revealing the character's 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.
@@ -56694,7 +56694,7 @@
choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-ANIMAL FORM MINOR ABILITIES TABLE
+### ANIMAL FORM MINOR ABILITIES TABLE
Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
shape lists two skills, the character chooses which one they want each time they take that shape.
@@ -57058,11 +57058,11 @@
Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
-GAMING WITH SUPERPOWERS
+### GAMING WITH SUPERPOWERS
Building a Superhero
-POPULAR HEROES IN THE CYPHER SYSTEM
+### POPULAR HEROES IN THE CYPHER SYSTEM
| Character | Summary | Sentence | Archetype |
|-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
@@ -57105,7 +57105,7 @@
> 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.
-POWER SOURCE
+### POWER SOURCE
As you're 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
@@ -57118,7 +57118,7 @@
If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-POWER ORIGIN TABLE
+### POWER ORIGIN TABLE
| d100 | Origin |
|-------|---------------------------------------------------------------|
@@ -57179,14 +57179,14 @@
Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-STARTING JUST PAST TIER 1
+### STARTING JUST PAST TIER 1
An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
the character they want to play.
-RANDOM SUPERPOWERS
+### RANDOM SUPERPOWERS
The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
@@ -57258,9 +57258,9 @@
| 98 | Weapon | Bearer of the item |
| 99-00 | Weapon master | Weapon master, power shift in single attack |
-FAIRYTALE CHARACTER OPTIONS
+### FAIRYTALE CHARACTER OPTIONS
-FAIRYTALE DESCRIPTORS
+### FAIRYTALE DESCRIPTORS
Bewitched
@@ -57492,7 +57492,7 @@
4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
-FAIRYTALE FOCI
+### FAIRYTALE FOCI
Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
Cypher System Rulebook.
@@ -57723,7 +57723,7 @@
Resolution: You wallow in your own misery.
-FORM VS. FUNCTION
+### FORM VS. FUNCTION
In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
@@ -57736,7 +57736,7 @@
small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
your character that you want to play.
-SKILLS
+### SKILLS
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 GM's permission). In addition to the suggested skills in the rulebook, useful
@@ -57784,7 +57784,7 @@
ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
interactions.
-TYPE
+### TYPE
Your character's type is the core of who they are and how they interact with their environment, their companions, and
other living creatures they encounter.
@@ -57793,7 +57793,7 @@
Type Name and Flavor Suggestions
-WARRIOR
+### WARRIOR
Huntsman, Skills and knowledge, stealth
@@ -57805,7 +57805,7 @@
Archer, Stealth
-ADEPT
+### ADEPT
King/queen
@@ -57817,7 +57817,7 @@
Magical being (genie, spirit, faerie, and so on)
-EXPLORER
+### EXPLORER
Adventurer
@@ -57833,7 +57833,7 @@
Wolf, Combat Stealth
-SPEAKER
+### SPEAKER
Aristocrat
@@ -57845,7 +57845,7 @@
Trickster, Skills and Knowledge
-DESCRIPTOR
+### DESCRIPTOR
Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
places your character in their current situation or adventure, and helps provide a sense of their motivations.
@@ -57940,7 +57940,7 @@
• Lost
-FOCUS
+### FOCUS
Your focus makes your character unique.
@@ -58129,7 +58129,7 @@
With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-FAIRY TALE CHARACTER ARCS
+### FAIRY TALE CHARACTER ARCS
Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
@@ -58140,7 +58140,7 @@
assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
setting.
-POST-APOCALYPTIC CHARACTER OPTIONS
+### POST-APOCALYPTIC CHARACTER OPTIONS
Alternate Character Roles
@@ -58148,7 +58148,7 @@
after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
more sense to let your players choose roles for characters in a modern game.
-DESCRIPTORS
+### DESCRIPTORS
In addition to the descriptors in the Cypher System Rulebook, you can widen the options
@@ -58500,7 +58500,7 @@
scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
abilities), use the optional rule for scavenging, repairing, and building in this book instead.
-FOCI
+### FOCI
This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
@@ -58915,7 +58915,7 @@
presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-FANTASY CHARACTER OPTIONS
+### FANTASY CHARACTER OPTIONS
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
@@ -59062,7 +59062,7 @@
- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-PREPARED VS. SPONTANEOUS SPELLCASTING
+### PREPARED VS. SPONTANEOUS SPELLCASTING
Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
@@ -59070,7 +59070,7 @@
selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-NEW FOCI
+### NEW FOCI
Takes Animal Shape: A shapechanger who can take the form of various animals.
@@ -59138,7 +59138,7 @@
Tier 6: Deadly Strike or Spin Attack
-NEW ABILITIES
+### 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
@@ -59310,7 +59310,7 @@
Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-ANIMAL FORM MINOR ABILITIES TABLE
+### ANIMAL FORM MINOR ABILITIES TABLE
| Animal | Skill Training | Other Abilities |
|-------------------|------------------------|------------------|
@@ -59358,12 +59358,12 @@
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
-VARIANT RULE: TWO DESCRIPTORS
+### VARIANT RULE: TWO DESCRIPTORS
By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
@@ -59374,13 +59374,13 @@
training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
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, it's easy for a GM
to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
descriptor.
-CATFOLK
+### CATFOLK
You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
@@ -59406,7 +59406,7 @@
4\. It seemed like a lark.
-DRAGONFOLK
+### DRAGONFOLK
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
@@ -59439,7 +59439,7 @@
4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-GNOME
+### GNOME
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
@@ -59472,7 +59472,7 @@
4\. You owe one of the PCs a favor for a useful gift in the past.
-HALFLING
+### HALFLING
Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
@@ -59505,7 +59505,7 @@
4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-LIZARDFOLK
+### LIZARDFOLK
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
@@ -59540,11 +59540,11 @@
4\. You or your priest had a vision of you traveling with the other PCs.
-CREATURES AND NPCs
+### CREATURES AND NPCs
-MODERN MAGIC CREATURES
+### MODERN MAGIC CREATURES
-BARGAINER FIEND 3 (9)
+### BARGAINER FIEND 3 (9)
Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
@@ -59593,7 +59593,7 @@
Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
their material riches are hell-crafted and not safe to carry for long.
-DIVINITY OF THE CITY 8 (24)
+### DIVINITY OF THE CITY 8 (24)
Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
@@ -59651,7 +59651,7 @@
Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
related to some aspect of their domain.
-ELEMENTAL, ELECTRICITY 4 (12)
+### ELEMENTAL, ELECTRICITY 4 (12)
Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
@@ -59690,7 +59690,7 @@
Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
-GARGOYLE 4 (12)
+### GARGOYLE 4 (12)
Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
that way forever. Most alternate between dormancy and animated life during the course of their long existence.
@@ -59752,7 +59752,7 @@
few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
offer up a nickname, usually something similar, at least until they learn to trust someone fully.
-HAUNTED CAR 5 (15)
+### HAUNTED CAR 5 (15)
Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
the ability to drive themselves, and a love for the smell of blood on asphalt.
@@ -59807,9 +59807,9 @@
Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
-. . .
+### . . .
-HELL MARY 5 (15)
+### HELL MARY 5 (15)
Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
@@ -59854,7 +59854,7 @@
Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
revenge (rightfully or wrongfully) upon a character.
-INTERNET D@EMON 3 (9)
+### INTERNET D@EMON 3 (9)
Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
@@ -59915,7 +59915,7 @@
Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
a meditation aid cypher.
-POLLUTION GOBLIN 2 (6)
+### POLLUTION GOBLIN 2 (6)
Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
@@ -59960,7 +59960,7 @@
Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
the area is already poisoned and will take time and money to contain and clean up.
-TELEVISION THOUGHTFORM 3 (9)
+### TELEVISION THOUGHTFORM 3 (9)
A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
@@ -60014,7 +60014,7 @@
Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
interesting cypher.
-URBAN BROWNIE 3 (9)
+### URBAN BROWNIE 3 (9)
While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
@@ -60042,7 +60042,7 @@
Movement: Short
Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
-4
+### 4
Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
@@ -60076,7 +60076,7 @@
> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
> labor outdoors in all manner of weather—provided they're well-rewarded.
-VULTURE SPIRIT 3(9)
+### VULTURE SPIRIT 3(9)
Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
@@ -60126,7 +60126,7 @@
Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
-WITCHFOX 4 (12)
+### WITCHFOX 4 (12)
A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
@@ -60185,7 +60185,7 @@
Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
leaves, twigs, stones, and scrap paper, all covered with illusions.
-ZORP 1 (3)
+### ZORP 1 (3)
Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
@@ -60237,7 +60237,7 @@
Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
cypher.
-SUPERPOWERED CREATURES
+### SUPERPOWERED CREATURES
Superheroes don't 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.
@@ -60260,7 +60260,7 @@
\*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-POST-APOCALYPTIC CREATURES AND NPCs
+### POST-APOCALYPTIC CREATURES AND NPCs
The most important element of each creature or NPC is its level. The level is the same as the target number used to
determine what a player must roll to attack or defend
@@ -60348,7 +60348,7 @@
genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
melted.
-ANGEL OF THE APOCALYPSE 7 (21)
+### ANGEL OF THE APOCALYPSE 7 (21)
If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
@@ -60393,7 +60393,7 @@
Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
overhead.
-ARTIFICIAL INTELLIGENCE (AI) 6 (18)
+### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
@@ -60450,7 +60450,7 @@
Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
-CANNIBAL 3 (9)
+### CANNIBAL 3 (9)
Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
@@ -60509,9 +60509,9 @@
6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
-FOUR HOURSEMEN OF THE APOCALYPSE
+### FOUR HOURSEMEN OF THE APOCALYPSE
-BEAST 6 (18)
+### BEAST 6 (18)
Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
@@ -60547,7 +60547,7 @@
Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
white.
-SWORD 6 (18)
+### SWORD 6 (18)
Sword (also called "War") is never far from largescale conflicts. She glories in battle and warfare, and before the
world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
@@ -60584,7 +60584,7 @@
Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
-FAMINE 6 (18)
+### FAMINE 6 (18)
Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
@@ -60619,7 +60619,7 @@
Use: The characters are trying to help a group of survivors transport muchneeded food stores to their community when
someone all in black on a black motorcycle appears on the road ahead.
-PLAGUE 6 (18)
+### PLAGUE 6 (18)
Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
@@ -60658,7 +60658,7 @@
Use: The characters find a beforetimes bunker filled with corpses killed by some strange infection, plus a living
"human" wearing a black and pale green evening gown.
-GAMMA WORM 6 (18)
+### GAMMA WORM 6 (18)
Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
@@ -60699,7 +60699,7 @@
Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
-GLOWING ROACH 2 (6)
+### GLOWING ROACH 2 (6)
Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
@@ -60759,7 +60759,7 @@
6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
such fantastic elements.
-HOOKED BLOSSOM 2 (6)
+### HOOKED BLOSSOM 2 (6)
Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
@@ -60806,7 +60806,7 @@
Use: The scavenging PCs spy a flowerclad hill in the distance, shining in the sun. Even from here, they can smell the
pleasant perfume drifting on the breeze.
-MELTED 4 (12)
+### MELTED 4 (12)
Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
@@ -60860,7 +60860,7 @@
creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
with other affect creatures, or creatures in alternate dimensions
-RADIOACTIVE BEAR 7 (21)
+### RADIOACTIVE BEAR 7 (21)
Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
@@ -60906,7 +60906,7 @@
Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
giving chase.
-RAIDER
+### RAIDER
Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
look human. But beneath that veneer, they're feral.
@@ -60920,7 +60920,7 @@
Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
-FELL RIDER 3 (9)
+### FELL RIDER 3 (9)
Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
@@ -60947,7 +60947,7 @@
Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
-MARAUDER 3 (9)
+### MARAUDER 3 (9)
Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
@@ -60968,7 +60968,7 @@
Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
of Speed damage (ignores Armor) each round for three rounds.
-WARLORD 5 (15)
+### WARLORD 5 (15)
A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
where survival is valued above all else.
@@ -61028,7 +61028,7 @@
satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
roll, and 2 points on those who succeed (depletion: automatic)
-AI ZOMBIE 3 (9)
+### AI ZOMBIE 3 (9)
An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
@@ -61073,7 +61073,7 @@
Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
lingering AI zombies.
-ZOMBIE HULK 5 (15)
+### ZOMBIE HULK 5 (15)
Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
@@ -61120,7 +61120,7 @@
clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
ways can they mutate and evolve?
-FANTASY CREATURES
+### FANTASY CREATURES
The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
@@ -61130,7 +61130,7 @@
incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
creature of its level.
-CREATURES AND NPCs BY LEVEL
+### CREATURES AND NPCs BY LEVEL
| Level | Name |
|-------|------------------------|
@@ -61250,7 +61250,7 @@
\* Creature or NPC found in the Cypher System
-BIGGER AND TOUGHER
+### BIGGER AND TOUGHER
If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
@@ -61258,7 +61258,7 @@
A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-OTHER CREATURES AND NPCs FOR A FANTASY GAME
+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
Bat: level 1
@@ -61367,7 +61367,7 @@
Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-BASILISK 5 (15)
+### BASILISK 5 (15)
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
@@ -61417,7 +61417,7 @@
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.
-BLACKGUARD 6 (18)
+### BLACKGUARD 6 (18)
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
@@ -61472,7 +61472,7 @@
Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
an artifact weapon or armor.
-CAMBION 5 (15)
+### CAMBION 5 (15)
Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
@@ -61517,7 +61517,7 @@
Loot: Powerful cambions sometimes wield artifacts as weapons.
-CORRUPT MAGE 7 (21)
+### CORRUPT MAGE 7 (21)
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
@@ -61575,7 +61575,7 @@
> Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-CYCLOPS 7 (21)
+### CYCLOPS 7 (21)
Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
@@ -61619,7 +61619,7 @@
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.
-DEMON LORD 9 (27)
+### DEMON LORD 9 (27)
Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
@@ -61671,7 +61671,7 @@
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.
-ELEMENTAL, AIR 4 (12)
+### 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.
@@ -61709,7 +61709,7 @@
old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
anyone who comes too close.
-ELEMENTAL, THORN 6 (18)
+### ELEMENTAL, THORN 6 (18)
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
@@ -61746,7 +61746,7 @@
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.
-ELEMENTAL, WATER 4 (12)
+### ELEMENTAL, WATER 4 (12)
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.
@@ -61783,7 +61783,7 @@
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.
-EVIL PRIEST 7 (21)
+### EVIL PRIEST 7 (21)
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
@@ -61839,7 +61839,7 @@
Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
cyphers, and an artifact.
-FAERIE 3 (9)
+### FAERIE 3 (9)
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
@@ -61886,7 +61886,7 @@
Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
larger on the inside and might hold a handful of shiny coins or a cypher.
-GORGON 5 (15)
+### GORGON 5 (15)
Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
@@ -61929,7 +61929,7 @@
Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-HAG 6 (18)
+### HAG 6 (18)
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
@@ -61991,7 +61991,7 @@
Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
-HARPY 3 (9)
+### HARPY 3 (9)
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
@@ -62036,7 +62036,7 @@
Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
washed.
-HOLLOW KNIGHT 4 (12)
+### HOLLOW KNIGHT 4 (12)
In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
@@ -62078,7 +62078,7 @@
a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
army.
-HYDRA 7 (21)
+### HYDRA 7 (21)
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 beast's most discomfiting feature
@@ -62122,14 +62122,14 @@
Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-JOTUNN (NORSE GIANT)
+### JOTUNN (NORSE GIANT)
Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-JOTUNN, FIRE 6 (18)
+### JOTUNN, FIRE 6 (18)
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
@@ -62172,7 +62172,7 @@
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.
-JOTUNN, FROST 6 (18)
+### JOTUNN, FROST 6 (18)
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
@@ -62216,7 +62216,7 @@
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.
-LICH 8 (24)
+### LICH 8 (24)
A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
@@ -62272,7 +62272,7 @@
Loot: A lich has 1d6 cyphers and usually an artifact.
-MANTICORE 6 (18)
+### MANTICORE 6 (18)
A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's 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
@@ -62313,7 +62313,7 @@
Loot: A manticore's 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.
-MERFOLK 3 (9)
+### MERFOLK 3 (9)
Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
@@ -62364,7 +62364,7 @@
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.
-MINOTAUR 4 (12)
+### MINOTAUR 4 (12)
Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
@@ -62406,7 +62406,7 @@
Loot: Minotaurs don't 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.
-MORLOCK 2 (6)
+### MORLOCK 2 (6)
Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
@@ -62443,7 +62443,7 @@
Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
-NECROMANCER 5 (15)
+### NECROMANCER 5 (15)
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
@@ -62487,7 +62487,7 @@
Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-NOBLE KNIGHT 7 (21)
+### NOBLE KNIGHT 7 (21)
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
@@ -62531,7 +62531,7 @@
Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-SAPIENT TREE 3 (9)
+### SAPIENT TREE 3 (9)
Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
@@ -62572,7 +62572,7 @@
> Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
> direction.
-SATYR 5 (15)
+### SATYR 5 (15)
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
@@ -62609,7 +62609,7 @@
Loot: A satyr is likely to carry one or two cyphers.
-SHADOW 1 (3)
+### SHADOW 1 (3)
Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
@@ -62648,7 +62648,7 @@
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.
-SOUL EATER 5 (15)
+### SOUL EATER 5 (15)
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
@@ -62695,7 +62695,7 @@
Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
artifact.
-SPHINX 7 (21)
+### SPHINX 7 (21)
A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
@@ -62745,7 +62745,7 @@
Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
-TROLL 6 (18)
+### TROLL 6 (18)
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
@@ -62780,7 +62780,7 @@
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.
-WORM THAT WALKS 7 (21)
+### WORM THAT WALKS 7 (21)
This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
@@ -62828,7 +62828,7 @@
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.
-WRAITH 2 (6)
+### WRAITH 2 (6)
When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
@@ -62870,7 +62870,7 @@
swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
them).
-WYVERN 6 (18)
+### WYVERN 6 (18)
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 dragon's fiery breath or other magical abilities, wyverns rely on their strong
@@ -62911,7 +62911,7 @@
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).
-SCIENCE FICTION CREATURES AND NPCs
+### SCIENCE FICTION CREATURES AND NPCs
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
@@ -62920,7 +62920,7 @@
A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
incapacitated.
-SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
+### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
| Level | Name | Tech Rating |
|-------|-----------------------|-------------|
@@ -62953,7 +62953,7 @@
| 10 | Godmind | Fantastic |
| 10 | Omworwar | Fantastic |
-ARTIFICIAL INTELLIGENCE (AI) 8 (24)
+### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
godminds, AIs can develop inscrutable goals.
@@ -62996,7 +62996,7 @@
Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-CYBRID 8 (24)
+### CYBRID 8 (24)
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
@@ -63036,7 +63036,7 @@
Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
-DEVOLVED 4 (12)
+### DEVOLVED 4 (12)
Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
@@ -63074,7 +63074,7 @@
Loot: For every three or so devolved, one is likely to carry a cypher.
-ECOPHAGIC SWARM 4 (12)
+### ECOPHAGIC SWARM 4 (12)
Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
@@ -63112,7 +63112,7 @@
Use: A promising new nanotech "printing" technology was hacked by radical elements.
-EXOSLIME 6 (18)
+### EXOSLIME 6 (18)
Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
@@ -63147,7 +63147,7 @@
Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
materials.
-GODMIND 10 (30)
+### GODMIND 10 (30)
Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
@@ -63182,7 +63182,7 @@
Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-HUNGRY HAZE
+### HUNGRY HAZE
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
@@ -63220,7 +63220,7 @@
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.
-INFOVORE 3 (9)
+### INFOVORE 3 (9)
Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
@@ -63263,7 +63263,7 @@
Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
chance that one of those cyphers is actually the infovore seed.
-INQUISITOR 4 (12)
+### INQUISITOR 4 (12)
Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
@@ -63302,7 +63302,7 @@
Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-MALWARE, FATAL 4 (12)
+### MALWARE, FATAL 4 (12)
This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
@@ -63338,7 +63338,7 @@
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 doesn't know it's infected.
-MOCK ORGANISM 3 (9)
+### MOCK ORGANISM 3 (9)
Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
@@ -63375,7 +63375,7 @@
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.
-NATATHIM 3 (9)
+### NATATHIM 3 (9)
Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
@@ -63416,7 +63416,7 @@
Loot: Some natathim carry valuable items and equipment.
-OMWORWAR 10 (30)
+### OMWORWAR 10 (30)
Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
@@ -63462,7 +63462,7 @@
Loot: Four level 10 manifest cyphers.
-PHOTONOMORPH 6 (18)
+### PHOTONOMORPH 6 (18)
Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
@@ -63501,7 +63501,7 @@
Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
vessel.
-POSTHUMAN 7 (21)
+### POSTHUMAN 7 (21)
Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
@@ -63547,7 +63547,7 @@
material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
manifest cyphers and an artifact.
-REDIVUS 4 (12)
+### REDIVUS 4 (12)
Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
@@ -63581,7 +63581,7 @@
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.
-SENTINEL TREE 3 (9)
+### SENTINEL TREE 3 (9)
Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
@@ -63615,7 +63615,7 @@
Use: A grove of sentinel trees guard a compound that the characters need to break into.
-SILICON PARASITE 2 (6)
+### SILICON PARASITE 2 (6)
These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
@@ -63652,7 +63652,7 @@
crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
working pieces of equipment.
-SPACE RAT 1 (3)
+### SPACE RAT 1 (3)
Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
@@ -63691,7 +63691,7 @@
Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-STORM MARINE 4 (12)
+### STORM MARINE 4 (12)
The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
@@ -63731,7 +63731,7 @@
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).
-SHINING ONE 5 (15)
+### SHINING ONE 5 (15)
Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
@@ -63774,7 +63774,7 @@
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 it's too late.
-SUPERNAL 5 (15)
+### SUPERNAL 5 (15)
Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
@@ -63818,7 +63818,7 @@
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.
-SYNTHETIC PERSON 5 (15)
+### SYNTHETIC PERSON 5 (15)
Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
@@ -63860,7 +63860,7 @@
Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-THUNDERING BEHEMOTH 7 (21)
+### THUNDERING BEHEMOTH 7 (21)
When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
@@ -63904,7 +63904,7 @@
seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
investigate.
-VACUUM FUNGUS 5 (15)
+### VACUUM FUNGUS 5 (15)
Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
@@ -63940,7 +63940,7 @@
research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-WHARN INTERCEPTOR 8 (24)
+### WHARN INTERCEPTOR 8 (24)
Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
@@ -63984,7 +63984,7 @@
Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
destroy the very same object.
-WRAITH 4 (12)
+### WRAITH 4 (12)
Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
@@ -64020,7 +64020,7 @@
Loot: Some wraiths carry valuable items and equipment.
-ZERO-POINT PHANTOM 3 (9)
+### ZERO-POINT PHANTOM 3 (9)
Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
@@ -64057,7 +64057,7 @@
Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
signs of a struggle, though with what isn't clear.
-HORROR CREATURES AND NPCs
+### HORROR CREATURES AND NPCs
The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
@@ -64069,7 +64069,7 @@
NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
Listings section in the Cypher System Rulebook.
-HORROR CREATURES AND NPCs BY LEVEL AND GENRE
+### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
| Level | Name | Genre |
|-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
@@ -64690,7 +64690,7 @@
protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
character's.
-FAIRYTALE CREATURES
+### FAIRYTALE CREATURES
The following creatures and characters are provided to help populate your fairy tale game.
@@ -64938,7 +64938,7 @@
| West Wind |
| Wind children, the |
-MAGICAL ANIMALS
+### MAGICAL ANIMALS
Bear: level 5; health 20; Armor 1; two magical abilities
@@ -65001,7 +65001,7 @@
Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
or might not be living, depending on its nature.
-OF BITE AND CLAW (CREATURES)
+### OF BITE AND CLAW (CREATURES)
The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
snarks.
@@ -65272,7 +65272,7 @@
GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
that person calls for help from out of the Wolf's mouth.
-CRAFTED (CREATURES)
+### CRAFTED (CREATURES)
Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
Pinocchio,
@@ -65396,7 +65396,7 @@
GM intrusion: Death mistakes a character for someone else.
-OF EARTH AND STONE (CREATURES)
+### OF EARTH AND STONE (CREATURES)
Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
@@ -65582,7 +65582,7 @@
Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
cyphers, an artifact, and an elegant or interesting outfit.
-ENCHANTERS OF THE WORLD
+### ENCHANTERS OF THE WORLD
Morgan Le Fay 9 (27)
@@ -65653,7 +65653,7 @@
>
> Depletion: 1 in 1d6
-FEY (CREATURES)
+### FEY (CREATURES)
In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
boggarts, and goblins. There are so many types of fey beings in
@@ -66024,7 +66024,7 @@
Use: The Snow Queen guards the entrance to a place the characters need to enter.
-OF WATER AND WAVES (CREATURES)
+### OF WATER AND WAVES (CREATURES)
Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
areas of the world.
@@ -66290,7 +66290,7 @@
> Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact
> or cypher and prepares to use it.
-WITCHES OF THE WORLD
+### WITCHES OF THE WORLD
Baba Yaga 9 (27)
@@ -66412,11 +66412,11 @@
Loot: Whatever shoes she's wearing (which are very likely an artifact).
-NPCS
+### NPCS
-MODERN MAGIC NPCs
+### MODERN MAGIC NPCs
-CHANGELING 3 (9)
+### CHANGELING 3 (9)
Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
@@ -66449,7 +66449,7 @@
Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
thing that doesn't quite belong (and might secretly be a cypher or artifact).
-CORPORATE MAGE 4 (12)
+### CORPORATE MAGE 4 (12)
A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
@@ -66493,7 +66493,7 @@
Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
or two expensive items.
-DEMON HUNTER 3 (9)
+### DEMON HUNTER 3 (9)
In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
@@ -66532,7 +66532,7 @@
Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
-PHARMACEUTICAL SORCERER 3 (9)
+### PHARMACEUTICAL SORCERER 3 (9)
A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
@@ -66573,9 +66573,9 @@
Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
cypher or some interesting payment from a patient.
-FANTASY NPCs
+### FANTASY NPCs
-BARD 3 (9)
+### BARD 3 (9)
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,
@@ -66609,7 +66609,7 @@
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.
-BERSERKER 3 (9)
+### BERSERKER 3 (9)
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
@@ -66645,7 +66645,7 @@
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.
-DRUID 4 (12)
+### DRUID 4 (12)
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,
@@ -66681,7 +66681,7 @@
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.
-DWARF 4(12)
+### 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.
@@ -66714,7 +66714,7 @@
Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
as tools or exploration gear) and perhaps a cypher or two.
-ELF 4 (12)
+### ELF 4 (12)
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,
@@ -66748,7 +66748,7 @@
Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
curios and mementos, and usually a cypher.
-HALFLING 3 (9)
+### HALFLING 3 (9)
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
@@ -66780,7 +66780,7 @@
or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
bag of tools.
-PALADIN 4 (12)
+### 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.
@@ -66816,7 +66816,7 @@
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).
-THIEF 4 (12)
+### THIEF 4 (12)
A thief takes things that don't 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
@@ -66848,7 +66848,7 @@
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)
@@ -66919,7 +66919,7 @@
GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-FAIRYTALE NPCS
+### FAIRYTALE NPCS
The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
fairy tales.
@@ -67117,7 +67117,7 @@
Movement: Short
Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
-5
+### 5
Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
have a moral code of some sort—it just may not be the code
@@ -67169,9 +67169,9 @@
GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-CYPHERS
+### CYPHERS
-MODERN MAGIC CYPHERS
+### MODERN MAGIC CYPHERS
The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
@@ -67263,7 +67263,7 @@
| 99 | Wrecking balls |
| 00 | You're safe now |
-APPS AS CYPHERS
+### APPS AS CYPHERS
Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
@@ -68047,9 +68047,9 @@
Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-SUPERHERO CYPHERS
+### 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.
@@ -68065,14 +68065,14 @@
| 81-90 | Stunt boost |
| 91-00 | Target boost |
-EFFICACY BOOST
+### EFFICACY BOOST
Level: 1d6 + 1
Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
the cypher is level 5 or higher).
-SHIFT BOOST
+### SHIFT BOOST
Level: 1d6 + 2
@@ -68083,7 +68083,7 @@
one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
power shift to boost.
-STUNT BOOST
+### STUNT BOOST
Level: 1d6 + 2
@@ -68091,19 +68091,19 @@
five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
stunt task.
-FANTASY CYPHERS
+### FANTASY CYPHERS
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.
-MIXING SUBTLE AND MANIFEST CYPHERS
+### MIXING SUBTLE AND MANIFEST CYPHERS
There's no reason why a fantasy campaign can't 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.
-CYPHER FORMS
+### CYPHER FORMS
What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
@@ -68144,11 +68144,11 @@
| 93-96 | Watery potion |
| 97-00 | Wood runeplate |
-EXAMPLE FANTASY CYPHERS
+### EXAMPLE FANTASY CYPHERS
All of the cyphers in this chapter are manifest and fantastic cyphers.
-FANTASY CYPHERS TABLE
+### FANTASY CYPHERS TABLE
| 01-05 | Acid resistance |
|-------|------------------------|
@@ -68172,13 +68172,13 @@
| 94-98 | Undead ward |
| 99-00 | Walking corpse |
-ACID RESISTANCE
+### ACID RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-ANIMAL CONTROL
+### ANIMAL CONTROL
Level: 1d6 + 2
@@ -68195,7 +68195,7 @@
"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
@@ -68217,20 +68217,20 @@
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
Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-DEMON WARD
+### DEMON WARD
Level: 1d6
Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
malevolent creatures.
-DRAGON WARD
+### DRAGON WARD
Level: 1d6
@@ -68239,13 +68239,13 @@
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
Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-ELEMENTAL CONJURATION
+### ELEMENTAL CONJURATION
Level: 1d6
@@ -68259,13 +68259,13 @@
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.
-FIRE RESISTANCE
+### FIRE RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-GIANT SIZE
+### GIANT SIZE
Level: 1d6
@@ -68279,7 +68279,7 @@
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.
-INSTANT BOAT
+### INSTANT BOAT
Level: 1d6 + 2
@@ -68288,7 +68288,7 @@
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
@@ -68300,7 +68300,7 @@
The tower is permanent and immobile once created.
-LYCANTHROPE WARD
+### LYCANTHROPE WARD
Level: 1d6
@@ -68310,7 +68310,7 @@
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
@@ -68319,13 +68319,13 @@
> Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-POISON RESISTANCE
+### POISON RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-RESTORATIVE AURA
+### RESTORATIVE AURA
Level: 1d6
@@ -68334,7 +68334,7 @@
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.
-THOUGHT LISTENING
+### THOUGHT LISTENING
Level: 1d6 + 1
@@ -68342,7 +68342,7 @@
doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
per cypher level.
-TINY SIZE
+### TINY SIZE
Level: 1d6
@@ -68355,14 +68355,14 @@
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.
-UNDEAD WARD
+### UNDEAD WARD
Level: 1d6
Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
vampires, and other undead creatures.
-WALKING CORPSE
+### WALKING CORPSE
Level: 1d6
@@ -68372,7 +68372,7 @@
one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-HORROR CYPHERS
+### HORROR CYPHERS
Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
@@ -68388,7 +68388,7 @@
invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
award a new manifest cypher.
-ALIEN CYPHERS
+### ALIEN CYPHERS
| 1-2 | Anathema siren (aliens) |
|-------|------------------------------|
@@ -68402,7 +68402,7 @@
| 17-18 | Primitive doppelganger |
| 19-20 | Visage scrutinizer |
-BODY HORROR CYPHERS
+### BODY HORROR CYPHERS
| 1-2 | Ascendant flesh vivisector |
|-------|----------------------------|
@@ -68416,7 +68416,7 @@
| 17-18 | Primitive doppelganger |
| 19-20 | Reanimator |
-CLASSIC MONSTER CYPHERS
+### CLASSIC MONSTER CYPHERS
| 1 | Anathema siren (cryptids) |
|-------|-----------------------------|
@@ -68434,7 +68434,7 @@
| 18-19 | Silgarho infusion |
| 20 | Unphantomed limb |
-DARK MAGIC AND OCCULT CYPHERS
+### DARK MAGIC AND OCCULT CYPHERS
| 1-4 | Anathema siren (demons) |
|-------|-------------------------|
@@ -68446,7 +68446,7 @@
-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) |
|-------|---------------------------------------------|
@@ -68477,7 +68477,7 @@
| 18-19 | Invisibility revealer |
| 20 | Mind swapper |
-MUMMY CYPHERS
+### MUMMY CYPHERS
| 1-6 | Anathema siren (mummies) |
|-------|--------------------------|
@@ -68485,7 +68485,7 @@
| 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) |
|-------|---------------------------|
@@ -68523,14 +68523,14 @@
| 16-18 | Silgarho infusion |
| 19-20 | Wolfsbane potion |
-VAMPIRE CYPHERS
+### VAMPIRE CYPHERS
| 1-6 | Anathema siren (vampire) |
|-------|--------------------------|
| 7-12 | Humanity tester |
| 13-20 | Silgarho infusion |
-WEREWOLF CYPHERS
+### WEREWOLF CYPHERS
| 1-5 | Anathema siren (werewolves) |
|-------|-----------------------------|
@@ -68540,15 +68540,15 @@
-ZOMBIE CYPHERS
+### ZOMBIE CYPHERS
| 1-8 | Anathema siren (undead) |
|-------|-------------------------|
| 9-14 | Reanimator |
| 15-20 | Revenant serum |
-A SELECTION OF HORROR CYPHERS
-ANATHEMA SIREN
+### A SELECTION OF HORROR CYPHERS
+### ANATHEMA SIREN
Level: 1d6 + 2
@@ -68575,7 +68575,7 @@
| 91-95 | Extradimensional creatures |
| 96-00 | Undead |
-ASCENDANT BRAIN VIVISECTOR
+### ASCENDANT BRAIN VIVISECTOR
Level: 1d6 + 4
@@ -68594,7 +68594,7 @@
Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
instigating aggressive behavior.
-ASCENDANT FLESH VIVISECTOR
+### ASCENDANT FLESH VIVISECTOR
Level: 1d6 + 4
@@ -68611,7 +68611,7 @@
Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
features.
-ORRUPTED CANOPIC JAR
+### ORRUPTED CANOPIC JAR
Level: 1d6 + 1
@@ -68620,7 +68620,7 @@
Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-ECAPITATIVE LONGEVITY
+### ECAPITATIVE LONGEVITY
Level: 1d6 + 4
@@ -68639,7 +68639,7 @@
When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
someone can carefully sever the head from the body, which doesn't harm the head.
-GHOST DETECTOR
+### GHOST DETECTOR
Level: 1d6 + 1
@@ -68652,7 +68652,7 @@
in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
cypher remains active for ten minutes per cypher level.
-GHOST TRAP
+### GHOST TRAP
Level: 1d6 + 2
@@ -68666,7 +68666,7 @@
Ghosts in a trap can be permanently stored in a ghost vault.
-HOMUNCULUS FLASK
+### HOMUNCULUS FLASK
Level: 1d6 + 1
@@ -68680,7 +68680,7 @@
Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-HORRIFIC ARM
+### HORRIFIC ARM
Level: 1d6 + 1
@@ -68693,7 +68693,7 @@
attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-HORRIFIC EYE
+### HORRIFIC EYE
Level: 1d6 + 1
@@ -68706,7 +68706,7 @@
surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
becomes nonfunctional). The eye lasts for one day per cypher level.
-HORRIFIC FACE
+### HORRIFIC FACE
Level: 1d6 + 1
@@ -68721,7 +68721,7 @@
creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
days if the cypher is level 6 or higher).
-HORRIFIC INTEGRATED WEAPON
+### HORRIFIC INTEGRATED WEAPON
Level: 1d6 + 3
@@ -68740,7 +68740,7 @@
| 13-16 | Light handgun |
| 17-20 | Medium handgun |
-HORRIFIC ORIFICE
+### HORRIFIC ORIFICE
Level: 1d6 + 3
@@ -68755,7 +68755,7 @@
Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
control their mind by inserting data devices into the orifice.
-HUMANITY TESTER
+### HUMANITY TESTER
Level: 1d6 + 4
@@ -68771,7 +68771,7 @@
> multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
> kind of fake
-INSANITY SUPPRESSOR
+### INSANITY SUPPRESSOR
Level: 1d6
@@ -68783,7 +68783,7 @@
make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
each day that has passed since the cypher was used.
-INVISIBILITY REVEALER
+### INVISIBILITY REVEALER
Level: 1d6 + 4
@@ -68793,7 +68793,7 @@
point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
those outside the area become visible if they enter the area.
-INVISIBILITY SERUM
+### INVISIBILITY SERUM
Level: 1d6 + 2
@@ -68811,7 +68811,7 @@
The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
Many users have become "stuck" in the invisible state and eventually go mad as a result.
-MIND SWAPPER
+### MIND SWAPPER
Level: 1d6 + 2
@@ -68828,7 +68828,7 @@
> Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't
> cause trouble in the user's body.
-PRIMITIVE DOPPELGANGER
+### PRIMITIVE DOPPELGANGER
Level: 1d6 + 1
@@ -68844,7 +68844,7 @@
Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-REANIMATOR
+### REANIMATOR
Level: 1d6 + 2
@@ -68854,7 +68854,7 @@
the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
one round if level 6 or higher).
-REVENANT SERUM
+### REVENANT SERUM
Level: 1d6 + 4
@@ -68870,7 +68870,7 @@
to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-SILGARHO INFUSION
+### SILGARHO INFUSION
Level: 1d6
@@ -68889,7 +68889,7 @@
Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
turns skin purple or purple-grey
-UNPHANTOMED LIMB
+### UNPHANTOMED LIMB
Level: 1d6
@@ -68905,7 +68905,7 @@
points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
lasts for one day per cypher level.
-VISAGE SCRUTINIZER
+### VISAGE SCRUTINIZER
Level: 1d6 + 2
@@ -68918,7 +68918,7 @@
a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
lower than the cypher's level. The cypher lasts for one hour.
-WOLFSBANE POTION
+### WOLFSBANE POTION
Level: 1d6
@@ -68932,7 +68932,7 @@
werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
regenerating for several minutes.
-FAIRYTALE CYPHERS
+### FAIRYTALE CYPHERS
Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
@@ -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.
@@ -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
@@ -69130,7 +69130,7 @@
| 99 | Yonder yarn |
| 00 | Roll on the cypher tables in the Cypher System Rulebook |
-A SELECTION OF FAIRY TALE CYPHERS
+### A SELECTION OF FAIRY TALE CYPHERS
Adderstone
@@ -70299,9 +70299,9 @@
It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
ways to hide themselves (and others) from the yarn's power.
-ARTIFACTS
+### ARTIFACTS
-MODERN MAGIC ARTIFACTS
+### MODERN MAGIC ARTIFACTS
If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
@@ -71042,14 +71042,14 @@
</tbody>
</table>
-FANTASY ARTIFACTS
+### FANTASY ARTIFACTS
If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
collect all of the legendary items carried by a famous hero.
-ARTIFACT RULES
+### ARTIFACT RULES
Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
@@ -71059,7 +71059,7 @@
item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
temporarily
-EXAMPLE FANTASY ARTIFACTS
+### EXAMPLE FANTASY ARTIFACTS
The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
@@ -71067,7 +71067,7 @@
minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
table.
-MINOR FANTASY ARTIFACTS TABLE
+### MINOR FANTASY ARTIFACTS TABLE
| 01-02 | Adamantine rope |
|-------|-------------------------|
@@ -71101,7 +71101,7 @@
| 99 | Vorpal sword |
| 00 | Whisperer in the ether |
-MAJOR FANTASY ARTIFACTS TABLE
+### MAJOR FANTASY ARTIFACTS TABLE
| 01-03 | Angelic ward\* |
|-------|-------------------------------------------------|
@@ -71143,7 +71143,7 @@
\* Artifact found in the Fantasy Artifacts section of the Cypher System
-ADAMANTINE ROPE
+### ADAMANTINE ROPE
Level: 1d6 + 4
@@ -71154,7 +71154,7 @@
Depletion: —
-ALCHEMIST BAG
+### ALCHEMIST BAG
Level: 1d6
@@ -71165,7 +71165,7 @@
Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-ARMORED CLOTH
+### ARMORED CLOTH
Level: 1d6
@@ -71177,7 +71177,7 @@
Depletion: —
-BELT OF STRENGTH
+### BELT OF STRENGTH
Level: 1d6
@@ -71190,7 +71190,7 @@
Depletion: —
-BOOK OF ALL SPELLS
+### BOOK OF ALL SPELLS
Level: 1d6 + 2
@@ -71221,7 +71221,7 @@
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
@@ -71232,7 +71232,7 @@
Depletion: —
-CAT'S EYE SPECTACLES
+### CAT'S EYE SPECTACLES
Level: 1d6
@@ -71243,7 +71243,7 @@
Depletion: —
-CLOAK OF BALAKAR
+### CLOAK OF BALAKAR
Level: 1d6 + 3
@@ -71255,7 +71255,7 @@
Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-CLOAK OF ELFKIND
+### CLOAK OF ELFKIND
Level: 1d6 + 2
@@ -71267,7 +71267,7 @@
Depletion: 1 in 1d100
-CLOAK OF FINERY
+### CLOAK OF FINERY
Level: 1d6 + 1
@@ -71279,7 +71279,7 @@
Depletion: 1 in 1d20
-COIL OF ENDLESS ROPE
+### COIL OF ENDLESS ROPE
Level: 1d6
@@ -71291,7 +71291,7 @@
Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-CROWN OF EYES
+### CROWN OF EYES
Level: 1d6
@@ -71304,7 +71304,7 @@
Depletion: 1 in 1d100
-CROWN OF THE MIND
+### CROWN OF THE MIND
Level: 1d6
@@ -71317,7 +71317,7 @@
Depletion: —
-CRYSTAL BALL
+### CRYSTAL BALL
Level: 1d6 + 3
@@ -71357,7 +71357,7 @@
An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
against a directly harmful mental spell.
-DEATH'S SCYTHE
+### DEATH'S SCYTHE
Level: 1d6 + 4
@@ -71373,7 +71373,7 @@
Death manifestation: level 7
-DEMONFLESH
+### DEMONFLESH
Level: 1d6 + 1
@@ -71391,7 +71391,7 @@
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
@@ -71412,7 +71412,7 @@
Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
abilities can be recharged if it kills an "innocent" creature)
-DRAGONTONGUE WEAPON
+### DRAGONTONGUE WEAPON
Level: 1d6 + 2
@@ -71425,7 +71425,7 @@
Depletion: 1 in 1d100
-DRAGONTOOTH SOLDIERS
+### DRAGONTOOTH SOLDIERS
Level: 1d6 + 1
@@ -71440,7 +71440,7 @@
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
@@ -71451,7 +71451,7 @@
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: —
-ENCHANTED ARMOR L
+### ENCHANTED ARMOR L
evel: 1d6 + 3
@@ -71468,7 +71468,7 @@
Depletion: —
-EXPLODING ARROW
+### EXPLODING ARROW
Level: 1d6
@@ -71490,7 +71490,7 @@
An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-EXPLORER'S GLOVES
+### EXPLORER'S GLOVES
Level: 1d6
@@ -71501,7 +71501,7 @@
Depletion: 1 in 1d20
- FALCON CLOAK
+### FALCON CLOAK
Level: 1d6
@@ -71515,7 +71515,7 @@
Most magic items that turn a character into a different creature make it difficult to use any of the character's special
abilities (other than skills) in that form.
-FLYING CARPET
+### FLYING CARPET
Level: 1d6 + 1
@@ -71526,7 +71526,7 @@
Depletion: 1 in 1d20
-GHOSTLY ARMOR
+### GHOSTLY ARMOR
Level: 1d6 + 3
@@ -71546,7 +71546,7 @@
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
@@ -71559,7 +71559,7 @@
Depletion: —
-GRUELMAKER
+### GRUELMAKER
Level: 1d6
@@ -71570,7 +71570,7 @@
Depletion: 1 in 1d10
-GUARDIAN IDOL
+### GUARDIAN IDOL
Level: 1d6 + 3
@@ -71584,7 +71584,7 @@
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
@@ -71599,7 +71599,7 @@
Depletion: 1 in 1d20
-HELM OF WATER BREATHING
+### HELM OF WATER BREATHING
Level: 1d6
@@ -71608,7 +71608,7 @@
Depletion: 12 in 1d100 (check each day)
-HORN OF THUNDER
+### HORN OF THUNDER
Level: 1d6 + 4
@@ -71621,7 +71621,7 @@
Depletion: 1 in 1d10
-INSTANT LADDER
+### INSTANT LADDER
Level: 1d6
@@ -71635,7 +71635,7 @@
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
@@ -71648,7 +71648,7 @@
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-MASTERCRAFT ARMOR
+### MASTERCRAFT ARMOR
Level: 1d6
@@ -71658,7 +71658,7 @@
Depletion: —
-MASTERCRAFT WEAPON
+### MASTERCRAFT WEAPON
Level: 1d6
@@ -71672,7 +71672,7 @@
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
@@ -71683,7 +71683,7 @@
Depletion: —
-NECROMANTIC WAND
+### NECROMANTIC WAND
Level: 1d6 + 4
@@ -71698,7 +71698,7 @@
Depletion: 1 in 1d10
-PACK OF STORAGE
+### PACK OF STORAGE
Level: 1d6 + 1
@@ -71711,7 +71711,7 @@
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
pack)
-POISONER'S TOUCH
+### POISONER'S TOUCH
Level: 1d6 + 1
@@ -71724,7 +71724,7 @@
Depletion: 1 in 1d10
-PROTECTION AMULET
+### PROTECTION AMULET
Level: 1d6
@@ -71742,7 +71742,7 @@
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-RING OF FALL FLOURISHING
+### RING OF FALL FLOURISHING
Level: 1d6
@@ -71752,7 +71752,7 @@
Depletion: 1 in 1d100
-RING OF INVISIBILITY
+### RING OF INVISIBILITY
Level: 1d6
@@ -71763,7 +71763,7 @@
Depletion: 1 in 1d20
-RING OF WISHES
+### RING OF WISHES
Level: 1d6 + 4
@@ -71775,7 +71775,7 @@
Depletion: 13 in 1d6
-SHIELD OF TWO SKIES
+### SHIELD OF TWO SKIES
Level: 1d6 + 2
@@ -71786,7 +71786,7 @@
Depletion: 1 in 1d100
-SKILL RING
+### SKILL RING
Level: 1d6
@@ -71797,7 +71797,7 @@
Depletion: —
-SMOOTH-STEPPING BOOTS
+### SMOOTH-STEPPING BOOTS
Level: 1d6 + 1
@@ -71809,7 +71809,7 @@
Depletion: 1 in 1d100
-SOUL-STEALING KNIFE
+### SOUL-STEALING KNIFE
Level: 1d6
@@ -71825,7 +71825,7 @@
Depletion: 1 in 1d20 (check each activation)
-SOVEREIGN KEY
+### SOVEREIGN KEY
Level: 1d6 + 2
@@ -71837,7 +71837,7 @@
Depletion: 1 in 1d10
-SPELLBOOK OF ELEMENTAL SUMMONING
+### SPELLBOOK OF ELEMENTAL SUMMONING
Level: 1d6 + 1
@@ -71849,7 +71849,7 @@
Depletion: 13 in 1d20
-STAFF OF BLACK IRON
+### STAFF OF BLACK IRON
Level: 1d6 + 2
@@ -71871,7 +71871,7 @@
Depletion: 1 in 1d100
-STAFF OF HEALING
+### STAFF OF HEALING
Level: 1d6 + 4
@@ -71883,7 +71883,7 @@
Depletion: 1 in 1d10
-STAFF OF THE PROPHET
+### STAFF OF THE PROPHET
Level: 1d6 + 2
@@ -71904,7 +71904,7 @@
Depletion: 1 in 1d20
-STORM SHACK
+### STORM SHACK
Level: 1d6 + 3
@@ -71919,7 +71919,7 @@
Depletion: 1 in 1d100
-TRAP RUNESTONE
+### TRAP RUNESTONE
Level: 1d6
@@ -71938,7 +71938,7 @@
Depletion: Automatic
-TUNNELING GAUNTLETS
+### TUNNELING GAUNTLETS
Level: 1d6 + 1
@@ -71951,7 +71951,7 @@
Depletion: 1 in 1d20
-VORPAL SWORD
+### VORPAL SWORD
Level: 1d6 + 3
@@ -71964,7 +71964,7 @@
Depletion: 12 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-WAND OF SPIDER'S WEBBING
+### WAND OF SPIDER'S WEBBING
Level: 1d6 + 1
@@ -71978,7 +71978,7 @@
Depletion: 1 in 1d20
-WHISPERER IN THE ETHER
+### WHISPERER IN THE ETHER
Level: 1d6 + 1
@@ -72000,7 +72000,7 @@
Depletion: 1 in 1d20 (check each day)
-WITCH'S BROOM
+### WITCH'S BROOM
Level: 1d6 + 2
@@ -72015,9 +72015,9 @@
Depletion: 1 in 1d20
-SCIENCE FICTION ARTIFACTS
+### SCIENCE FICTION ARTIFACTS
-DARKEST BOOK
+### DARKEST BOOK
Level: 10
@@ -72041,7 +72041,7 @@
Depletion: —
-OMNI ORB
+### OMNI ORB
Level: 1d6 + 4
@@ -72062,7 +72062,7 @@
and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
transporting a group of PCs 100 miles is probably within the orb's power
-SPACE RING
+### SPACE RING
Level: 1d6 + 1
@@ -72147,7 +72147,7 @@
Depletion: 1 × number of previous uses in 1d20
-WEAPONS
+### WEAPONS
Artifacts that can be used as weapons, though some have other uses as well.
@@ -72223,7 +72223,7 @@
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 game's plot.
-LOVECRAFTIAN ARTIFACTS
+### LOVECRAFTIAN ARTIFACTS
The stories of the mythos often feature strange books or devices (which might be magical or of
exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
@@ -72260,9 +72260,9 @@
• Shining trapezohedron
-HORROR ARTIFACTS
+### HORROR ARTIFACTS
-BOOK OF THOTH
+### BOOK OF THOTH
Level: 1d6 + 2
@@ -72276,7 +72276,7 @@
Depletion: —
-BRAIN CYLINDER
+### BRAIN CYLINDER
Level: 1d6 + 2
@@ -72300,7 +72300,7 @@
Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
want to study humans.
-CURSED VIDEO
+### CURSED VIDEO
Level: 1d6 + 2
@@ -72317,7 +72317,7 @@
Depletion: —
-DEMON PUZZLE
+### DEMON PUZZLE
Level: 1d6 + 4
@@ -72337,7 +72337,7 @@
Depletion: 1 in 1d100
-GHOST VAULT
+### GHOST VAULT
Level: 1d6 + 4
@@ -72350,7 +72350,7 @@
Depletion: 1 in 1d20 (check each month)
-HUMAN SUIT
+### HUMAN SUIT
Level: 1d6
@@ -72364,7 +72364,7 @@
Depletion: 1 in 1d20
-MONKEY'S PAW
+### MONKEY'S PAW
Level: 1d6
@@ -72382,7 +72382,7 @@
Depletion: 1 in 1d6
-NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
+### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
Level: 1d6 + 4
@@ -72411,7 +72411,7 @@
Depletion: —
-PNAKOTIC MANUSCRIPTS
+### PNAKOTIC MANUSCRIPTS
Level: 1d6 + 2
@@ -72435,7 +72435,7 @@
Depletion: —
-SHINING TRAPEZOHEDRON
+### SHINING TRAPEZOHEDRON
Level: 1d6 + 3
@@ -72453,7 +72453,7 @@
Depletion: —
-SILGARHO BULLET
+### SILGARHO BULLET
Level: 1d6
@@ -72472,7 +72472,7 @@
Depletion: Automatic
-SPIRIT BOARD
+### SPIRIT BOARD
Level: 1d6
@@ -72498,14 +72498,14 @@
Depletion: 1 in 1d100 (check each session)
-FAIRYTALE ARTIFACTS
+### FAIRYTALE ARTIFACTS
Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-ARTIFACT QUIRKS
+### ARTIFACT QUIRKS
Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
@@ -72658,7 +72658,7 @@
| 97-98 | Tweedledee's umbrella |
| 99-00 | Vicious tankard |
-A SELECTION OF FAIRY TALE ARTIFACTS
+### A SELECTION OF FAIRY TALE ARTIFACTS
A Tisket a Tasket
@@ -73216,9 +73216,9 @@
Depletion: 1 in 1d20 (check each fight)
-EQUIPMENT
+### EQUIPMENT
-MODERN FANTASY EQUIPMENT
+### MODERN FANTASY EQUIPMENT
In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
@@ -73294,7 +73294,7 @@
hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
board for a ritual to talk to a dead person.
-MODERN FANTASY CRAFTING MATERIALS
+### MODERN FANTASY CRAFTING MATERIALS
An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
more price categories higher.
@@ -73499,9 +73499,9 @@
• Wood from an ancient tree
-SUPERHERO EQUIPMENT
+### SUPERHERO EQUIPMENT
-SPECIAL EQUIPMENT
+### SPECIAL EQUIPMENT
Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
@@ -73514,8 +73514,8 @@
shouldn't 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
-MEDIEVAL FANTASY EQUIPMENT
+### FANTASY EQUIPMENT
+### MEDIEVAL FANTASY EQUIPMENT
| Category | GP Value |
|----------------|-----------------|
@@ -73525,7 +73525,7 @@
| Very expensive | 1,00010,000 gp |
| Exorbitant | 10,000+ gp |
-STARTING GOLD PIECES FOR CHARACTERS
+### STARTING GOLD PIECES FOR CHARACTERS
Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
@@ -73535,7 +73535,7 @@
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.
@@ -73613,7 +73613,7 @@
Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-WEAPONS
+### WEAPONS
| Light Weapons (2 points of damage) | Price | Notes |
|-------------------------------------|---------|---------------------------------|
@@ -73659,7 +73659,7 @@
| Heavy mace | 15 gp | |
| Maul | 10 gp | |
-RANDOM WEAPON TABLE
+### RANDOM WEAPON TABLE
If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
@@ -73700,7 +73700,7 @@
> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're 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).
@@ -73752,7 +73752,7 @@
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).
-ARMOR
+### ARMOR
| Light Armor | Armor | Speed Effort Additional Cost | Price |
|---------------------|-----------|------------------------------|----------|
@@ -73779,7 +73779,7 @@
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.
@@ -73852,7 +73852,7 @@
light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
hit something
-ADVENTURING EQUIPMENT
+### ADVENTURING EQUIPMENT
| Item | Price |
|------------------------------|-----------|
@@ -73897,9 +73897,9 @@
| Torch | 1 cp |
| Waterskin | 2 sp |
-CLOTHING
+### CLOTHING
-CLOTHING DESCRIPTIONS
+### 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.
@@ -73937,7 +73937,7 @@
representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
mystical aspects of wizard clothing.
-CLOTHING
+### CLOTHING
| Item | Price |
|-----------------------|-------|
@@ -73952,7 +73952,7 @@
| Traveler's outfit | 2 gp |
| Wizard's outfit | 5 gp |
-ANIMALS AND GEAR DESCRIPTIONS
+### ANIMALS AND GEAR DESCRIPTIONS
Draft horse: A strong horse able to carry or pull heavy loads.
@@ -73968,7 +73968,7 @@
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.
-ANIMALS AND GEAR
+### ANIMALS AND GEAR
| Item | Price |
|--------------|------------|
@@ -73979,7 +73979,7 @@
| Saddle | 10 gp |
| Warehouse | 300-500 gp |
-FOOD AND LODGING
+### FOOD AND LODGING
| Item | Price |
|----------------------|-------|
@@ -73999,7 +73999,7 @@
| Wine (bottle) | 10 gp |
| Wine (pitcher) | 2 sp |
-POST-APOCALYPTIC EQUIPMENT
+### POST-APOCALYPTIC EQUIPMENT
Currency
@@ -74158,7 +74158,7 @@
| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
| Horse | Trained for riding (typically found with a few days of feed) |
-POST-APOCALYPTIC CYPHERS AND ARTIFACTS
+### POST-APOCALYPTIC CYPHERS AND ARTIFACTS
Post-Apocalyptic Cyphers
@@ -74495,7 +74495,7 @@
| 9 | Fabricator, military |
| 10 | Smartdust |
-AI INSTANCE
+### AI INSTANCE
Level: 1d6 + 1
@@ -74508,16 +74508,16 @@
terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
-ARMOR BREACH
+### ARMOR BREACH
Level: 1d6
Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
-6).
+### 6).
-DATA WIPE
+### DATA WIPE
Level: 1d6 + 2
@@ -74525,7 +74525,7 @@
is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
is permanently wiped from the hardware (or wetware, if installed on a living creature).
-DENATURE NANOTECH
+### DENATURE NANOTECH
Level: 1d6 + 3
@@ -74537,7 +74537,7 @@
target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
by nanotech, the creature would become so much inert biological matter.
-DETONATION (PRION)
+### DETONATION (PRION)
Level: 1d6 + 2
@@ -74548,7 +74548,7 @@
Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
is equal to or higher than the cypher's level take damage from the cypher for only one round.
-DISASSEMBLER
+### DISASSEMBLER
Level: 1d6 + 1
@@ -74559,7 +74559,7 @@
distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
effectiveness of any Armor worn by targets by 1.
-DISASSEMBLER, EPHEMERAL
+### DISASSEMBLER, EPHEMERAL
Level: 1d6 + 2
@@ -74570,7 +74570,7 @@
moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
being disassembled.
-FABRICATOR, CIVIL
+### FABRICATOR, CIVIL
Level: 1d6 + 1
@@ -74584,7 +74584,7 @@
A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
-FABRICATOR, MILITARY
+### FABRICATOR, MILITARY
Level: 1d6 + 1
@@ -74592,7 +74592,7 @@
weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
ammunition.
-SMARTDUST
+### SMARTDUST
Level: 1d6 + 2
@@ -74600,7 +74600,7 @@
number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
activity that occurs in that location no matter how far they are from it.
-PRE-APOCALYPTIC ARTIFACTS
+### PRE-APOCALYPTIC ARTIFACTS
One interesting approach for artifacts in a postapocalyptic setting is to use beforetimes items that were once
commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
@@ -74652,7 +74652,7 @@
Depletion: 1 in 1d20 (check each day used)
-POST-APOCALYPTIC ARTIFACTS
+### POST-APOCALYPTIC ARTIFACTS
The kinds of postapocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
retrofuturistic, or at least manifest cyphers created by superscience that is mostly beyond today's technology. Most
@@ -74773,9 +74773,9 @@
Depletion: 1 in 1d20 (check after each day of use)
-SCIENCE FICTION EQUIPMENT
+### SCIENCE FICTION EQUIPMENT
-EQUIPMENT & ARMAMENTS
+### EQUIPMENT & ARMAMENTS
Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
@@ -74785,14 +74785,14 @@
Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
presented in this chapter are dedicated to those that a single character can carry and use.
-VARIABLE COST BY TECH RATING
+### VARIABLE COST BY TECH RATING
Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
Note, however, that inexpensive items do not become free; they remain inexpensive.
-WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
+### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
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:
@@ -74801,36 +74801,36 @@
• 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.
-EQUIPMENT POWER
+### EQUIPMENT POWER
For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
a clutch situation.
-CUSTOMIZING EQUIPMENT
+### CUSTOMIZING EQUIPMENT
Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
space available, isn't an option. However, a representative cross section is provided. If you're looking for something
that isn't noted, look for something close and adapt the listing
-EQUIPMENT LISTING
+### EQUIPMENT LISTING
-COMMUNICATION
+### COMMUNICATION
-LIGHTSPEED COMMUNICATION DELAYS
+### LIGHTSPEED COMMUNICATION DELAYS
For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
between those two locations. Double times for two-way communication
-LIGHT DELAY TABLE
+### LIGHT DELAY TABLE
| Location | AU | Light Delay |
|-------------------|------|-------------|
@@ -74850,7 +74850,7 @@
| Outer Oort Cloud | 100k | 19 months |
| Proxima Centauri | 269k | 4.2 years |
-CONTEMPORARY
+### CONTEMPORARY
Smartphone
@@ -74879,7 +74879,7 @@
As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
providing planetary range.
-ADVANCED
+### ADVANCED
Communicator, badge/ring
@@ -74940,7 +74940,7 @@
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
+### FANTASTIC
Mind's eye
@@ -74961,12 +74961,12 @@
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.
-SENSE-ENHANCING TOOLS
+### SENSE-ENHANCING TOOLS
Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
the mind's eye implant.
-CONTEMPORARY
+### CONTEMPORARY
Binoculars
@@ -75012,7 +75012,7 @@
columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
analysis task where perception could provide additional information, though analysis requires several hours or more.
-ADVANCED
+### ADVANCED
Hand scanner
@@ -75060,7 +75060,7 @@
controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-FANTASTIC
+### FANTASTIC
Multicorder
@@ -75096,12 +75096,12 @@
tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-APPAREL & ARMOR
+### APPAREL & ARMOR
Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
footwear suitable to their environment. CONTEMP
-CONTEMPORARY
+### CONTEMPORARY
Cold weather gear
@@ -75129,7 +75129,7 @@
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
+### CONTEMPORARY ARMOR
Leather jacket
@@ -75164,7 +75164,7 @@
Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
of armor at a time, but you can have many sources of Armor, theoretically.
-ADVANCED
+### ADVANCED
Safesuit, space
@@ -75272,7 +75272,7 @@
self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
breach is not catastrophically large.
-TAKING DAMAGE IN A SPACE SUIT
+### TAKING DAMAGE IN A SPACE SUIT
Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
@@ -75281,7 +75281,7 @@
advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
treated as if in vacuum.
-ADVANCED ARMOR
+### ADVANCED ARMOR
Armored bodysuit
@@ -75334,7 +75334,7 @@
Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-FANTASTIC
+### FANTASTIC
Breather, vacuum
@@ -75366,7 +75366,7 @@
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.
-FANTASTIC ARMOR
+### FANTASTIC ARMOR
Force field, quick
@@ -75440,9 +75440,9 @@
triggered, result in friendly fire).
-UTILITY GEAR
+### UTILITY GEAR
-CONTEMPORARY
+### CONTEMPORARY
Duct tape roll
@@ -75573,7 +75573,7 @@
few minutes but grants an asset to tasks related to disguise and impersonation.
-ADVANCED
+### ADVANCED
Everlight
@@ -75669,7 +75669,7 @@
supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
amount of material that must otherwise be carried.
-FANTASTIC
+### FANTASTIC
Carryall pack
@@ -75707,13 +75707,13 @@
object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
replicated object can be converted back to its base state as a separate action.
-HEALTH CARE AND NUTRITION
+### HEALTH CARE AND NUTRITION
Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
robotic healing kits or automated hospital devices.
-CONTEMPORARY
+### CONTEMPORARY
Trail rations (1 day)
@@ -75738,7 +75738,7 @@
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
+### ADVANCED
Cold sober
@@ -75871,7 +75871,7 @@
recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
the most minor of treatments.
-FANTASTIC
+### FANTASTIC
Nano tab, general
@@ -75925,9 +75925,9 @@
effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
solar standard month.
-ROBOTS & AI
+### ROBOTS & AI
-CONTEMPORARY
+### CONTEMPORARY
Electronic assistant
level 2 (6)
@@ -75967,7 +75967,7 @@
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.
-ADVANCED
+### ADVANCED
Auton
@@ -76038,7 +76038,7 @@
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
+### FANTASTIC
Synth
level 3 (9)
@@ -76089,13 +76089,13 @@
apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
object.
-RECREATION
+### RECREATION
Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
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
+### CONTEMPORARY
Book
level 2 (6)
@@ -76127,7 +76127,7 @@
ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-ADVANCED
+### ADVANCED
Sidekick sphere
@@ -76149,7 +76149,7 @@
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.
-FANTASTIC
+### FANTASTIC
Tattoo, living
@@ -76170,11 +76170,11 @@
ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
put users back into their right minds gradually.
-ARMAMENTS LISTING
+### ARMAMENTS LISTING
A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-ARMAMENT AMMUNITION & CHARGE
+### ARMAMENT AMMUNITION & CHARGE
Weapons require ammunition ("ammo"), whether that's 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
@@ -76189,7 +76189,7 @@
Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-CONTEMPORARY
+### CONTEMPORARY
Ammo (box of 50 rounds)
@@ -76199,7 +76199,7 @@
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
+### ADVANCED/FANTASTIC
Energy pack (50 shots)
level 1 (3)
@@ -76222,12 +76222,12 @@
A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
the GM intrusion range on the last ricochet attack would be 17 on the d20.
-MELEE WEAPONS
+### MELEE WEAPONS
Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
weapon. Most contemporary melee weapons rely on the strength of the wielder.
-CONTEMPORARY
+### CONTEMPORARY
Knife, simple
@@ -76278,7 +76278,7 @@
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
+### ADVANCED
Power fist
@@ -76315,7 +76315,7 @@
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
+### FANTASTIC
Plasma saber
@@ -76327,12 +76327,12 @@
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
target's Armor (except from force fields).
-RANGED WEAPONS
+### 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.
-CONTEMPORARY
+### CONTEMPORARY
Bow
@@ -76428,7 +76428,7 @@
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
+### ADVANCED
Grenade, sonic
level 4 (12)
@@ -76528,7 +76528,7 @@
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
+### FANTASTIC
Blaster, light
@@ -76604,14 +76604,14 @@
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.
-FAIRYTALE EQUIPMENT
+### FAIRYTALE EQUIPMENT
-CLOTHING
+### CLOTHING
Inexpensive
@@ -76639,7 +76639,7 @@
Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-WEAPONS AND PROTECTIVE GEAR
+### WEAPONS AND PROTECTIVE GEAR
Inexpensive
@@ -76673,7 +76673,7 @@
amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
you could have many things that give you Armor.
-BASIC EQUIPMENT
+### BASIC EQUIPMENT
Inexpensive
@@ -76755,7 +76755,7 @@
Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-TRAVEL
+### TRAVEL
Moderately Priced
@@ -76784,7 +76784,7 @@
> vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to
> operate the vehicle.
-CYPHER SHORTS
+### CYPHER SHORTS
Cypher Shorts are what we call quick and easy adventures for use with the Cypher
@@ -76809,7 +76809,7 @@
- Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
should be ready to do the same.
-CHARACTER CREATION
+### CHARACTER CREATION
Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
help players move quickly, without spending a lot of time deciding between this focus and that one.
@@ -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.
@@ -76842,7 +76842,7 @@
Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-TYPES
+### TYPES
This is the role the character will have in the story. Types will likely change from genre
@@ -76923,7 +76923,7 @@
• Have another power shift.
-FOCUS
+### FOCUS
A focus determines the actions a character might often take in the story.
@@ -76950,18 +76950,18 @@
Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
the exception of miscellaneous powers.)
-THE SCENARIO
+### THE SCENARIO
When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-SETUP
+### SETUP
This section of a Cypher Short is a brief overview of the setting and the premise of
the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-POSSIBLE ENCOUNTERS
+### POSSIBLE ENCOUNTERS
This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
@@ -76974,7 +76974,7 @@
NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
the personality of any relevant NPC, and so on.
-GM INTRUSIONS
+### GM INTRUSIONS
Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
@@ -76982,19 +76982,19 @@
same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
adventure than you're used to in a standard Cypher System game.
-THE CONCLUSION
+### THE CONCLUSION
Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
too much about what happens next. It's a one-shot scenario.
-TRAPPED IN FLAMES
+### TRAPPED IN FLAMES
The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
ringing!
-CHARACTER CREATION
+### CHARACTER CREATION
The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
@@ -77022,7 +77022,7 @@
All random people in the building are level 2 or 3 NPCs.
-THE SETUP
+### THE SETUP
The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
@@ -77055,7 +77055,7 @@
• Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-POSSIBLE ENCOUNTERS
+### POSSIBLE ENCOUNTERS
Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
information. Some of it is true and some isn't. Things they might try to say include:
@@ -77118,7 +77118,7 @@
through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-GM INTRUSIONS
+### GM INTRUSIONS
Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
@@ -77139,7 +77139,7 @@
the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
the firefighters arrive.
-THE CONCLUSION
+### THE CONCLUSION
Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the