| d100 | Result |
|---|---|
1-3 |
Visage changer Level: 1d6(Roll on "1d6") Form: A mask made of a moldable alchemical substance, alchemically enhanced clothing capable of changing appearance once, etc. Effect: Changes the appearance of one human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or higher). The change takes ten minutes to apply and lasts for twenty-four hours. |
4-6 |
Gecko gear Level: 1d6(Roll on "1d6") Form: Gloves and/or boot attachments with an adhesive alchemical coating. Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level. |
7-8 |
Scry-Bye Level: 1d6 + 2 Form: a silent music box featuring a dancer with a completely featureless face. Effect: An area within immediate range of the device becomes secure against any effect outside the area that sees, hears, or otherwise senses what occurs inside. To outside observers, the area is a “blur” to any sense applied for a day. |
9-11 |
Cryoresin Level: 1d6 + 4(Roll on "1d6") Form: A glass jar of a pale blue syrup. Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher’s level for one day. |
12-13 |
Aerospenders Level: 1d6 + 3(Roll on "1d6+3") Form: A set of crossed suspenders outfitted with a variety of alchemical devices. Effect: For one hour, the user can float into the air, moving vertically up to a short distance per round (but not 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. |
14-16 |
Sandskimmer Spit Level: 1d6(Roll on "1d6") Form: Leather squeeze bag full of a sickly yellow liquid. 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. |
17-19 |
Ghost Trap Level: 1d6 + 2(Roll on "1d6+2") Form: Miniature coffin, with an alchemically powered lock. Effect: Can be thrown up to a short distance, where it releases a burst of elemental energy in an immediate area that absorbs ghosts (including spirits, phased beings, and similar creatures) but does not affect corporeal entities. PCs who meet these criteria must use an Intellect-based action (difficulty equal to the cypher level) to avoid being trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to one day per cypher level, after which they automatically break free (and are probably very angry). |
20-22 |
Ghost sniffer Level: 1d6 + 1(Roll on "1d6+1") Form: Modified compass with a silver needle. Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can narrow down what quarter-arc of a circle the ghost is 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. |
23-24 |
Faerie Stone Level: 1d6 + 4(Roll on "1d6+4") Form: A round river stone with a hole worn through the center, engraved with alchemical symbols. Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon, doppelganger, simulacrum, or vampire) if the cypher’s level is greater than the creature’s disguise level. If the cypher’s level exceeds the impostor’s level by 4 or more, it also marks the impostor for the next several hours so people can recognize it by this mark. |
25-26 |
Pocket jeeves Level: 1d6(Roll on "1d6") Form: Small metallic bundle with a crystalline power core. Effect: Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to the cypher’s level, and it can understand the verbal commands of the character who activated it. Once the servant is activated, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its abilities, but it cannot speak. The automaton has short-range movement but never goes farther than long range from the character who activated it. At the GM’s discretion, the servant might have specialized knowledge, such as how to operate a particular device. Otherwise, it has no special knowledge. In any case, the servant is not artificially intelligent or capable of initiating action. It does only as commanded. The servant operates for one hour per cypher level. |
27-28 |
Instacabin Level: 1d6 + 3(Roll on "1d6+3") Form: semi solid crystalline cube. Effect: With the addition of water and air, this cypher expands into a simple one-room structure with a door and a transparent window (two rooms with an internal door if the cypher level is 7 or higher). The structure is 10 feet by 10 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. |
29-30 |
Mercurial mister Level: 1d6 + 4(Roll on "1d6+4") Form: Device containing a silvery liquid. Effect: Sprays its contents up to a long distance, revealing all invisible creatures within short range of the targeted 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. |
31-32 |
Lode drill Level: 1d6 + 2(Roll on "1d6+2") Form: A small hand drill embedded with alchemically charged lodestone. Effect: The user throws this cypher at a target within short range, and it drills into the target for one round, 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. |
33-34 |
Lode shell Level: 1d6 + 2(Roll on "1d6+2") Form: Bracer with a lodestone fixture attached to metal vials of alchemical liquids. 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. |
35-39 |
Iron eater Level: 1d6 + 2(Roll on "1d6+2") Form: Metal pod with spray nozzle that ejects a rust colored foam. 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). |
40-42 |
Clear eye Level: 1d6 + 4(Roll on "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. |
43-44 |
Penultimate key Level: 1d6 + 2(Roll on "1d6+2") Form: Shimmering silver needle with a thick handle. Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The targeted item must have a keyhole for the cypher to work. |
45-48 |
Revengeance plating Level: 1d6(Roll on "1d6") Form: Series of alchemically treated straps and pads with metal plates and tesla coils. Effect: For the next day, anyone striking the user receives a small burst of electricity that inflicts 1 point of damage (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. |
49-52 |
Tesla Touch Level: 1d6 + 4(Roll on "1d6+4") Form: Plated leather glove with glass covered tesla coils. Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher’s level. |
53-56 |
Longshot Level: 1d6(Roll on "1d6") Form: Device that attaches to the barrel of any gun. Effect: For the next hour per cypher level, the effective range of the user’s ranged weapon increases by one category (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. |
57-59 |
Dissolve-all Level: 1d10(Roll on "1d10") Form: Thin silver vial full of a foul smelling liquid. Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert. |
60-62 |
Shusher spray Level: 1d6 + 2(Roll on "1d6+2") Form: Crystal cologne bottle with an amber liquid. 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. |
63-65 |
Shimmer box Level: 1d6(Roll on "1d6") Form: Metal box covered in smooth amber nodules and a silver switch. 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. |
66-71 |
Boomstick Level: 1d6 + 2(Roll on "1d6+2") Form: Stick of dynamite inscribed with alchemical symbols. Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting damage equal to the cypher’s level. Damage type: (Roll on "Elements") |
72-74 |
Boomstick, big'un Level: 1d6 + 2(Roll on "1d6+2") Form: Bundle of dynamite inscribed with alchemical symbols. Effect: Projects a small physical explosive up to a long distance away that explodes in a short-range radius, inflicting damage equal to the cypher’s level. Damage type: (Roll on "Elements") |
75-78 |
Boomstick, bumbler Level: 1d6 + 2(Roll on "1d6+2") Form: Stick of dynamite covered in faintly glowing nodules. 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 and inflicting damage equal to the cypher’s level. The burst spawns (Roll on "1d6") additional detonations; in the next round, each additional detonation flies to a random spot within short range and explodes in an immediate radius. Damage type: (Roll on "Elements") |
79 |
Dessication detonation Level: 1d6 + 2(Roll on "1d6+2") Form: Glass vial full of swirling black mist. Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, draining moisture from everything within it. Living creatures take damage equal to the cypher’s level. Water in the area is vaporized. |
80-82 |
Masher mist Level: 1d6 + 2(Roll on "1d6+2") Form: Glass vial of scintillating mist. Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting 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. |
83-85 |
Screamer Level: 1d6 + 2(Roll on "1d6+2") Form: Small clapper less handbell inscribed with alchemical symbols. 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. |
86-89 |
Mire maker Level: 1d6 + 2(Roll on "1d6+2") Form: Metal sphere with several attached spray nozzles. Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius and creates sticky strands of goo. PCs caught in the area must use a Might-based action to get out, with the difficulty determined by the cypher level. NPCs break free if their level is higher than the cypher level. |
90-92 |
Infernus wall Level: 1d6 + 2(Roll on "1d6+2") Form: 1ft circumfrence metal disk with crystalline emplacements that form alchemical symbols. Effect: Creates a wall of extreme heat up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. |
93-95 |
Electrus wall Level: 1d6 + 2(Roll on "1d6+2") Form: 1ft circumfrence metal disk with crystalline emplacements that form alchemical symbols. Effect: Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. |
96-98 |
Cryus wall Level: 1d6 + 2(Roll on "1d6+2") Form: 1ft circumfrence metal disk with crystalline emplacements that form alchemical symbols. Effect: Creates a wall of supercooled air up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. |
99 |
Sunder stick Level: 10 Form: Jet black stick of dynamite etched with otherworldly symbols that creates a sense of unease just to look at. Effect: Projects a small physical explosive up to a long distance away that explodes and creates a momentary singularity that tears at the fabric of the universe. Inflicts 20 points of damage to all within short range, drawing them (or their remains) together to immediate range (if possible). Player characters in the radius who fail a Might defense roll move down one step on the damage track. |
100 |
Elemental Encasement Level: 1d6(Roll on "1d6") Form: Glass globe that roils with the trapped element. Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user. Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user. The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise does only as commanded. The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes back to its native realm. |
| d100 | Result |
|---|---|
1-10 |
Necrotic (harms only flesh) |
11-30 |
Poison |
31-40 |
Lightning |
41-50 |
Cold |
51-75 |
Fire |
76-100 |
Acid |