Midnight Cyphers (Tonics) (d20)

d20 Result

1

Protecdust, infernal

Level: 1d6(Roll on "1d6")

Form: Shimmering white powder in a paper sleeve.

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar malevolent creatures.

2

Protecdust, necrovore

Level: 1d6(Roll on "1d6")

Form: Sparkling silver powder in a paper sleeve.

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, feral vampires, and other undead creatures.

3

Protecdust, ghostly

Level: 1d6(Roll on "1d6")

Form: Nearly invisible clear powder in a paper sleeve.

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from ghosts and other incorporeal beings.

4

Protecdust, cursed blood

Level: 1d6(Roll on "1d6")

Form: Putrescent black powder in a paper sleeve.

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werebeasts, magically mutated and supernatural wildlife, and other cursed beasts.

5

Blinker blood

Level: 1d6(Roll on "1d6")

Form: Hypodermic needle with a pulsing multicolored liquid.

Effect: For the next day, each time the user is struck hard enough to take damage (but not more than once per round), 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.

6

Catseye

Level: 1d6(Roll on "1d6")

Form: Large pill that looks like a tigers eye stone.
Effect: Grants the ability to see ten times as far as normal for one hour per cypher level.

7

Divers pearl

Level: 1d6(Roll on "1d6")

Form: Ice blue pearl that vibrates when wet.

Effect: The user can breathe underwater and operate at any depth (without facing the debilitating consequences of changing pressure) for four hours per cypher level.

8

Mental sheen

Level: 1d6(Roll on "1d6")

Form: Charcoal black cream with an oily sheen.

Effect: The user gains +5 to Armor against Intellect damage.

9

Antivenom

Level: 1d6 + 3(Roll on "1d6+3")

Form: Hypodermic with two small curved needles like snake fangs.

Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.

10

Blackleg

Level: 1d6(Roll on "1d6")

Form: small paper patch in the shape of a hand, one side is coated in an alchemical gel.

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.

11

Analeptic

Level: 1d6 + 2(Roll on "1d6+2")

Form: Ointment that smells like peppermint and sulphur

Effect: Restores a number of points equal to the cypher’s level to the user’s Speed Pool.

12

Catharsis

Level: 1d6 + 2(Roll on "1d6+2")

Form: Opaque silver liquid in an eyedropper.

Effect: Restores a number of points equal to the cypher’s level to the user’s Intellect Pool.

13

Curative

Level: 1d6 + 2(Roll on "1d6+2")

Form: Small vial of a liquid like warm honey that faintly glows.

Effect: Restores a number of points equal to the cypher’s level to the user’s Might Pool.

14

Catholicon

Level: 1d6 + 2(Roll on "1d6+2")

Form: Chalky chewable tablet that tastes like sour apple and stale beer.

Effect: Cures any disease of the cypher level or lower.

15

Straight Jack

Level: 1d6(Roll on "1d6")

Effect: Temporarily negates insanity or a mental disorder in a creature (two such effects if the cypher level is 6 or higher). Example disorders include delusions, manias, compulsions, phobias, psychopathy, and schizophrenia. The creature loses all negative symptoms of their insanity or mental disorder for one day. Each day after that, the creature must 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.

16

Riddler spike

Level: 1d6 + 2(Roll on "1d6+2")

Form: Hypodermic with several tiny needles.

Effect: Adds 1 to the user’s Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).

17

Acrobat spike

Level: 1d6 + 2(Roll on "1d6+2")

Form: Hypodermic with several tiny needles.

Effect: Adds 1 to the user’s Speed Edge for one hour (or 2 if the cypher is level 5 or higher).

18

Scholar spike

Level: 1d6 + 2(Roll on "1d6+2")

Form: Hypodermic with several tiny needles.

Effect: Adds 1 to the user’s Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).

19-20

Trailblazer

Level: 1d6 + 1(Roll on "1d6+1")

Form: Mushy bar of mashed nuts, berries, and other questionable substances.

Effect: The user can go without food and water for a number of days equal to the cypher’s level without ill effect.


Subcharts

Conditions (d20)

d20 Result

1

Addiction

2

Autoimmune disease

3

Bacterial infection

4

Bad breath

5

Blisters

6

Bloating

7

Cancer

8

Chapped lips

9

Flatulence

10

Hangover

11

Heartburn

12

Hiccups

13

Ingrown hairs

14

Insomnia

15

Joint problem

16

Muscle cramps

17

Pimples

18

Psychosis

19

Stiff neck

20

Viral infection