Midnight Cyphers (Hex) (d100)

d100 Result

1-3

Hex: Demons truce

Level: 1d6 + 2(Roll on "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.

4-6

Hex: Blade of bone

Level: 1d6 + 2(Roll on "1d6+2")

Effect: User sprouts a 6-inch (15 cm) blade that’s the same level as the cypher. The blade cuts through any material of a 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.

7-9

Hex: Infernal luck

Level: 1d6(Roll on "1d6")

Effect: For the next hour, the user can apply one free level of Effort to a noncombat task without spending points from 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.

10-12

Hex: Hellcat's grace

Level: 1d6(Roll on "1d6")

Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.

13-15

Hex: Midnight eyes

Level: 1d6(Roll on "1d6")

Effect: Grants the ability to see in the dark for five hours per cypher level.

16-17

Hex: Wings of hell

Level: 1d6 + 2(Roll on "1d6+2")

Effect: User can fly at their normal running speed for ten minutes per cypher level.

18-19

Hex: Void shot

Level: 1d6 + 1(Roll on "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.

20-22

Hex: Death's caul

Level: 1d6 + 4(Roll on "1d6+4")

Effect: For the next day, the user has an asset to Speed defense rolls.

23-25

Hex: Infernal smite

Level: 1d6 + 1(Roll on "1d6+1")

Effect: For the next hour, the user can apply one free level of Effort to any task (including a combat task) without spending points from a Pool. The free 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.

26-28

Hex: Enshrouding presence

Level: 1d6 + 2(Roll on "1d6+2")

Effect: The user becomes invisible for five minutes per cypher level, during which time they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal their presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position.

29-31

Hex: Executioner's gift

Level: 1d6 + 4(Roll on "1d6+4")

Effect: Brings a dead creature’s head (but not the body) back to life for a limited time as an undead creature. The cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and requires up to ten minutes to take effect, at which time the creature recovers 1d6+6 points to their Pools. Because they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental abilities they had when they were alive (including psychic or telepathic abilities) and can speak, but all their actions are hindered. They have the same appearance as before, except the wounds that killed them are still visible, and in general they have an unnatural look. They do not need to eat, drink, or sleep, but they can still rest if they want to (such as to make a recovery roll). The head remains in this active state for one day per cypher level, after which time it dies again and cannot be reanimated with this cypher.

32-34

Hex: Fading revenant

Level: 1d6 + 4(Roll on "1d6+4")

Effect: Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and requires up to an hour to take effect, at which time the creature recovers 10 points to its Pools. The new revenant is usually obsessed with revenge on its killer or accomplishing one last task before truly dying again. A revenant has all the abilities it had when it was alive, but all its actions are hindered. It has the same appearance as before, except the wounds that killed it are still visible, and in general it has an unnatural look. It does not need 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.

35-37

Hex: Enraged departure

Level: 1d6 + 2(Roll on "1d6+2")

Effect: When used on a corpse of a creature no larger than a human, it reanimates as a Level 4 violent zombie or skeleton that is not under 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).

38-41

Hex: Horrific arm

Level: 1d6 + 1(Roll on "1d6+1")

Effect: The user’s body rapidly grows a monstrous arm that is approximately the same size as one of their existing limbs. The arm is ugly and malformed, but fully functional. The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or 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.

42-45

Hex: Horrific eye

Level: 1d6 + 1(Roll on "1d6+1")

Effect: The user’s body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on vision-based perception rolls, and depending on where it is located, it may allow the user to look around corners 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.

46-49

Hex: Horrific face

Level: 1d6 + 1(Roll on "1d6+1")

Effect: The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its senses can be used—for example, it could hear someone sneaking up on the user, but it couldn’t see them if its eyes were covered, and it can’t help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a 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).

50-53

Hex: Horrific orifice

Level: 1d6 + 3(Roll on "1d6+3")

Effect: The user’s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn’t count toward the user’s cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn’t present, anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level, after which it expels its contents and disappears.

54-55

Hex: Infernal command

Level: 1d6 + 2(Roll on "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.

56-60

Hex: Devil's claw

Level: 1d6(Roll on "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.

61-63

Hex: Soul burn

Level: 1d6 + 2(Roll on "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.

64-67

Hex: Hellspawned enhancement

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Modifies a weapon’s attack in a particular fashion for ten minutes per cypher level. Effect: Roll on "Enhance effect"

68-70

Hex: Heart thief

Level: 1d6 + 2(Roll on "1d6+2")

Effect: To activate the cypher, the user must succeed on a melee attack against a creature about the size of the user and whose level does not exceed the cypher’s level. The cypher bonds to the target, who immediately becomes possessed by a bound demon. The target awaits the user’s commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s level minus the target’s level, after which the demon gains control. (If the result is 0, the target is enslaved for only one minute.)

71-73

Hex: Forced slumber

Level: 1d6(Roll on "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.

74-76

Hex: Storm fang

Level: 1d6(Roll on "1d6")

Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of 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).

77-79

Hex: Unending service

Level: 1d6(Roll on "1d6")

Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the intelligence, memories, or special abilities that it had in life. The creature follows the user’s verbal commands for 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.

80-82

Hex: Anathema(human)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

83-85

Hex: Anathema(cursed beast)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

86-88

Hex: Anathema(forgeborn)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

89-91

Hex: Anathema(ghost)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

92-94

Hex: Anathema(necrovore)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

95-97

Hex: Anathema(demonic)

Level: 1d6 + 2(Roll on "1d6+2")

Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level.

98

Hex: Sunder soul

Level: 1d6(Roll on "1d6")

Effect: For the next minute, when the user strikes an NPC or creature of the cypher level or lower, they can choose to 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.

99

Hex: Wear the pale

Level: 1d6(Roll on "1d6")

Effect: For the next twenty-four hours, when the user is attacked, they move in rapid, seemingly random jumps, a few 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).

100

Hex: Tear the pale

Level: 1d6(Roll on "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).

Subcharts

Enhance effect (d100)

d100 Result

1-10

Eases attack by one step.

11-20

Deals bonus electrical damage equal to cypher level.

21-30

Deals bonus cold damage equal to cypher level.

31-40

Deals bonus poison damage equal to cypher level.

41-50

Deals bonus acid damage equal to cypher level.

51-60

Deals bonus fire damage equal to cypher level.

61-70

Deals bonus sonic damage equal to cypher level.

71-80

Deals bonus psychic damage equal to cypher level.

81-90

Knockback (on 18-20 successful attack roll, target knocked back 30 feet).

91-95

Holding (on 18-20 successful attack roll, target can't act on its next turn).

96-97

Eases attack by two steps.

98

Banishing (on 18-20 successful attack roll, target is sent to random location at least 100 miles away).

99

Explodes, inflicting damage equal to cypher level to all within immediate range.

100

Heart-seeking (on 18-20 successful attack roll, target is killed)