Example Cyphers

This section explains how to read a cypher description and has information on more than eighty nonphysical cyphers. Cyphers that are physical objects, called manifest cyphers, are covered later in the chapter.

See Manifest Cyphers for physical cyphers.

Reading a Cypher Description

A cypher has a simple description and statistics. Here's how to understand what it's telling you.

Name: Every cypher has a name. These are fun, evocative names, but they're not necessarily something your character uses during the game—the name is there so you and the GM can keep track of what cypher you have. When you get a cypher, write its name down in the Cyphers section of your character sheet.

Cyphers are level 4 effects. For most cyphers, the level doesn't matter—it doesn't affect what the cypher can do or how long it lasts.

A cypher level may interact with some character abilities, such as Prepare Spell in the Casts Spells focus.

Effect: This is what the cypher does. Most cyphers only last for one action or perhaps one round. If the cypher doesn't list a duration, it only affects one task. For example, a combat enhancer cypher says "You get two assets on a combat or noncombat task," meaning it only affects one task.

You make all choices about a cypher when you use it. For example, if it affects one roll, you choose which roll. If it affects another creature, you choose the creature. If it happens in response to something another creature does, you choose which creature and what you're responding to.

If you're trying to affect an unwilling target, such as disarming a foe or scaring someone away, you have to succeed at an attack roll against them.

Cyphers are instant effects, which means using it isn't an action. For example, the combat enhancer cypher is instant and adds two assets to your next attack or defense roll, so you can activate it on your turn and use it on your attack roll that turn. And because it doesn't use an action, you can use it when it's not your turn—such as on a defense roll in response to a foe's attack against you.

Some cyphers say that you can use them before or after a roll. This means that if you roll and don't like the number you got, you can use the cypher and affect the roll, but you have to do that before the GM tells you if you succeed or fail at the task.

Explanation: This section gives you three non-supernatural suggestions for how to explain what's happening in the story when you use the cypher. This makes the cypher less about math and game mechanics and more about what your character is doing as a person and their physical and mental presence in the scene. You can use these explanations or come up with your own (or the GM may have you skip the explanation).

In some games, the source of a cypher might be external to yourself and perhaps even something strange—the blessing of a deity, a supernatural earworm song, a transmission from an alien planet, and so on.

Random Cyphers

RollCypher
01-03Amazing effort
04Berserk
05-06Best tool
07Bleed
08Burst of speed
09Calm sniper
10Collateral damage
11-12Combat enhancer
13Counterattack
14Crying jag
15-16Deflect wound
17Disarm
18Disease recovery
19Double attack
20 Equipment cache
21 Extended breath
22 Feat of strength
23 Focus fire
24 Fortuitous moment
25 Fortunate fluke

26 Get to the point 27–28 Hamper foe 29 Horizon observer 30 Ignite 31 Improved acrobatics 32 Improved blocking 33 Improved climbing 34 Improved deception

35 Improved dexterity 36 Improved disguising 37 Improved dodging 38 Improveddriving 39 Improved escaping 40 Improved healing

41 Improved initiative 42 Improved intimidation 43 Improved jumping 44 Improved lockpicking 45 Improved perception 46 Improved persuasion

47 Improved pickpocketing 48 Improvedrepairing 49 Improved sneaking 50 Improved swimming 51 Improvised range 52 Improvised shelter 53 Improvised shield 54 Inhibit foe

55 Inspire aggression 56 Intellect replenisher 57 Knockout 58 Lucid moment 59 Maintain temperature 60 Make passage 61 Master password 62 Mental concentration

63 Might replenisher 64–66 Motivated aid 67 Near-death experience 68–70 Noncombat enhancer 71 Notme 72 Offensive object break 73 Pacify beast 74 Perfect moment

75 Pidgin 76 Poison recovery 77 Press the advantage 78 Push 79 Quick disable 80 Quick feint 81 Quick funds 82 Remembering

83 Repel 84 Restrain 85 Reveal unseen 86 Sated 87 Secret 88 Silent message

89 Slippery 90 Snap alert 91 Speedreplenisher 92 Take one for the team 93 Teach trick 94 Traumatic amnesia

95–97 Woundrecovery 98–00 Woundeddesperation

[!example]

Nonstandard Cyphers [NONSTANDARDCYPHERICON]

Some of the cyphers here don't follow the normal rules for cyphers, such as having a fixed duration(like “24 hours”) instead of lasting for one task or ending when you use a recovery.

Those cyphers are marked with this symbol to remind you that they're not like most cyphers.

Amazing Effort

Effect: You add twofree levels of Effortto your task. You can use this cypher beforeor after you roll. Explanation: Time to go all out. If you mess this up, someone dies. You don’t even know

how youdidthat.

Free Level of Effort, page (ref)

Berserk

Effect: You go berserk in combat.While in this state, you can’t use Intellect points, but you add +1 to your Might Edge or your Speed Edge (your choice). You end this effect early when you wish, and it ends automatically if no combat is takingplace within range of your senses or if you

use a ten-minute or longer recovery. Explanation: That was the last straw. They hurt or insulted someone you care for deeply. They reminded you of a villain who once did you wrong.

Best Tool

Effect: When using a tool on a task, you get two additional assets on the task, even if that means exceeding the normal limit of two assets. You can use this cypher before or after you roll.

Explanation: Everything lines up perfectly. This is a tool the professionals use. It only needed a quarter turn more.

Bleed

Effect: Your successful physical attack gives your foe a bleeding wound that inflictsan additional 3 damage (ignores Armor) on your next turn. The foe can prevent this additional damage by using anyability that heals them or using their action to stop the bleeding.

You can use this cypher before or after youroll. If you use Efforton the attack specifically for this cypher, the bleeding woundlasts an additional round for each level of Effort you use this way. Explanation: You hit a large blood vessel on the surface of their skin. You nicked an artery. Head wounds bleed a lot.

Burst of Speed

Effect:Asanextraactiononyourturn,youcanmoveashortdistance,oralongdistanceif yousucceed at a difficulty 4 running task. Explanation: Itwas a little bit downhill the whole way. You were the fastest kid in school. Fear is a strong motivator.

Calm Sniper [NONSTANDARDCYPHERICON]

Effect: If you use one action to aim at a target beyond extreme range, in the next round

your attack roll against them gets three assets. (For this task, the asset limit is three instead of two.) Explanation:Youfoundthecalmstatethatquietsyourbreathingandheartbeat.Your tactical position overcomes extreme-distance factors that would impede your attack, like the angle of the sun and the speed of the wind. You masteredthe sniper level in your favorite videogame.

Extreme range, page (ref)

Collateral Damage

Effect: A melee or ranged attack by you or a foe also damages a nearby object (not something you or the foe have) up to level 4, automatically breaking or destroying it. Explanation: Your backswing broke the table. Their shot shattered the window. Your follow- through cracked a steam pipe.

Damage to Objects, page (ref)

Combat Enhancer

Effect: You get two assets on a combat or noncombat task. You can use this cypher before or after you roll. Explanation: This must be what bullet time feels like. They made a fatal mistake. Two hits— youhitting them, them hitting the floor.

Counterattack

Effect: In response to being hit withan attack, you immediately make an eased attack against that foe with an attack of yourown, even though it is not your turn. Your attack must be

of the same kind (melee or ranged) as the attack that hit you. Explanation: You have an itchy triggerfinger. You allowed yourself to get hit to set up a counterattack. They were at the perfect angle for you to respond.

Crying Jag [NONSTANDARDCYPHERICON]

Effect: Make a hindered interaction roll against a foe in short range who can see and hear you. If you succeed, you upset them enough that they startcrying. This might hinder them by two steps for about a round, make them leave the area for a while, or prompt one of their allies to comfort them. Explanation: You found a topic they are really sensitive about. They were already having a bad day. You’re amean drunk.

Deflect Wound

Effect: Anattack onyou that would inflict a minor or moderate wound instead doesn’t harm youat all. Explanation: Some bit of your clothing or equipment deflectedthe damage. Something distracted your foe. You’re tougher than you thought.

Disarm

Effect: After a successful attack, you attempt to disarm a foe as an extra action. Make an attackroll(usingthesamePoolastheoriginalattack).Ifyousucceed,theyimmediatelydrop whatever they are holding in a hand that you choose, and it lands an immediate distance away. Insteadof allowing it to fall to the ground, if you apply a level of Effort on this attack and you have a free hand, you can grabor catch whatever the foe dropped. Explanation: You struck a nerve cluster. The thing is more slippery than theythought. You

saw this trick in amovie once.

Disease Recovery

Effect: One disease of level4 or lower that is currently in your system has no further effect onyou. Explanation: You have a strong immune system. You’ve been exposed to this disease before. The strain of infection was already weakened beforeit got to you.

Double Attack

Effect: In place of one attack, you make two hindered attacks with thesame weapon. Explanation: You have two fists. The weapon has a sensitive trigger. You had just enough time for a double tap.

Equipment Cache[NONSTANDARDCYPHERICON]

Effect: You rummage around and create or find one piece of standard equipment (such as a weapon, piece of armor, or rope, but not a cypher or artifact) up to level 4. The piece of

equipment persists for up to one day, unless it’sthe sort of equipment that is expended after use (such as a box of bullets or a grenade).

An equipment cache cypher probably means you discover a forgotten stash of equipment or find something useful on a fallen foe.

Extended Breath [NONSTANDARDCYPHERICON]

Effect: You have an extra minute’s worth of breathing in asituation where you can’t breathe normally, such as underwater or in space. During this time, you’re not distracted or hindered by needing air. Once this time is over, your need for air resumes at the point it was when you activated the cypher. Explanation: You got really calm in order to conserve oxygen. Your air tank had one last

lungful in it. You found a big bubble that you could makeuse of.

A typical person without training canhold their breath for about a minute, or two minutes if they remainstill.

Feat of Strength

Effect: For onetask, you have three assets in an appropriate skill requiring a lot of physical strength, such as breaking down a door, carrying a heavy weight, lifting a bed above your head, pulling someone out of a hole, or pushing a car off a cliff. (For this task, the asset limit is three

instead of two.) You can use this cypher before or after you roll. Explanation: You found a weak spot. You had leverage. You got a surge of adrenaline.

Focus Fire

Effect: If you attack a foe that your ally attacked this turn, you gain an asset on the attack, and if you hit you inflict an additional 5 damage. You canuse this cypher before or after you roll.

Explanation: The foe is overwhelmed. Your ally distracted the foe. You and your ally practiced thiscombo.

Fortuitous Moment

Effect:Somethinghappensthatmakestheencounter(orspecificallyyournextaction)a little easier for you. You can call for a player intrusion without spendingany XP. Explanation: You have friends everywhere.The universe finally gave you a break. All that good karma finally paidoff.

Player Intrusion, page (ref)

Fortunate Fluke

Effect: Reroll the die you just rolled, even if it was a natural 1.You must use the new result, even if it’s a 1. Explanation: Things don’t always turn out like they first appear. Luck favors the prepared.

It’s not that you were lucky—it was that they were unlucky.

GettothePoint

Effect: During a conversation where you’re tryingto persuade, intimidate,convince, negotiate with, or influence a person, and the conversation is likely to take at least several minutes, makeone interaction roll. If you succeed, you and the person wrap things up and cometoareasonableagreementinamatterofseconds.

Explanation: Bullet points are enough. They were ready to agree with you anyway. You’re being very intense right now.

Hamper Foe [NONSTANDARDCYPHERICON]

Effect: Choose a foe you can see. Their attacks and defenses against you are hindered by four steps until your next turn. Explanation: You’re familiar with their combat style. You practiced at the same military academy. They just got a cramp.

Horizon Observer

Effect: You have three assets on your long-distance perception task, affecting noticing things that are at least a long distance away. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation:You’vewatchedalotoflivesportsfromthenosebleedsection.Youcanfeel something in the air. You grew up on a very flat part of the world.

Ignite [NONSTANDARDCYPHERICON]

Effect: Anobject within immediate range ignites in flame, taking 5 damage each round. If the object’s level is 4 or less, the fire will destroy it within a few rounds; a higher-level object instead will have its level reduced by 1 to 3. Nearby objects may catch on fire as it burns. Explanation: You had a lighter or matchstick. There was an electrical spark or short circuit. A window or curved glass magnified the sunlight.

DamagetoObjects,pageXX

Improved Acrobatics

Effect: You have three assets on your acrobaticsor balance task. (For this task, the asset limit is three instead of two.) Youcan use thiscypherbefore or after you roll. Explanation: Your ears popped and that slight vertigo finally went away. You gave your back a good crack to limber up. You practiced these exact moves when you were in school.

Improved Blocking

Effect: You have three assets on your blocktask. (Forthis task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: Your foe’s attacks are weak and ineffective. You’ve noticed a flaw in their attackstrategy. Your armor is especially good against these attacks.

Improved Climbing

Effect: You have three assets on your climbing task. (For this task, the asset limit is three

instead of two.) You can use this cypher before or after you roll. Explanation: This wall isn’t as smooth as it looked. You watched some climbing training videos last night. You’ve got an inspirational theme song playing in your head.

Improved Deception

Effect: You have three assets on your deception task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll.

Explanation: They were sympathetic to your lie.They didn’t get much sleep last night. Your explanation resonated with them.

Improved Dexterity

Effect: You gain three assetson one noncombat task requiring manual dexterity, such as pickpocketing, lockpicking, juggling, defusing a bomb, or performing surgery. (For this task, the

asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: You have a hidden talent for this sort of thing. It’s easier than it looks. Beginner’s luck.

If you use an asset-granting cypher as part of helping another character, they gain all the assets from the cypher, and that number of assets is their asset limit for that task. Help, page (ref)

ImprovedDisguising

Effect: You have three assets on your disguise task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: People aren’t really paying attention to your look. You actually resemble the personyou’redisguisedas.Youusedaclevertricktoturnsomethingintoaproporcostume

piece.

Disguise, page (ref)

Improved Dodging

Effect: You have three assets on your dodge task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: Your foe’s attacks are slow andclumsy. You have the high ground. You’ve

practicedagainstthefoe’scombatstyle.

Improved Driving

Effect: You have three assets on your driving or piloting task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: It’s just like riding a bike. You play a videogamewith a vehicle like this. The

vehicle has driver-assist technology.

The Improved Driving cypher works for most civilian-level vehicles (bicycles, motorcycles, mopeds, cars, small boats, and small planes) but is less effective when controlling a cruise ship, large passenger aircraft, or military tank. ### Improved Escaping Effect: You have three assets on your escaping task (from ropes, handcuffs, tight spaces, andsoon).(Forthistask,theassetlimitisthreeinsteadoftwo.)Youcanusethiscypherbefore or after you roll. Explanation: This type of handcuffs hasa design flaw. The ropes weren’t as tight as planned. The cage bars were loose. ### Improved Healing Effect: You have three assets on your healing, medicine, or surgery task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: They weren’t as badly hurt as it firstappeared. You just studied how to treat thiskindofinjury.Everythingeasilypoppedbackintoplace. ### Improved Initiative [NONSTANDARDCYPHERICON

Effect: You have two assets on your initiative task. You can use this cypher before or after youroll. If the GM calls for another initiative roll as part of the encounter (for example, if reinforcements arrive), this cypher applies to the new initiative roll as well.

Explanation: You noticed someone slowly reaching for a weapon. You had a feeling things were about to get dangerous. You heard something that drew your attention to a threat.

Improved Intimidation

Effect: You have three assets on your intimidation task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: You remind a foe of someone they’re afraid of. That vein in your forehead just

started throbbing. They greatly underestimated how tough you look.

Improved Jumping

Effect: You have three assets on your jumping task. (For this task,the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: You found the perfect spot on the floor to launch from. Your shoes were made for this. You’re very afraid.

Improved Lockpicking

Effect: You have three assets on your lockpicking task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: Whoever locked it didn’t realize that it didn’t fully “click.” You just watched a video about this kind of lock. Your favorite videogame has a realistic lockpicking minigame.

Improved Perception

Effect: You have three assets on your perception task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: You happened to be looking in the right direction. You got a hunch that something was out of place. You accidentally nudged the hidden thing.

Improved Persuasion

Effect: You have three assets on your persuasion task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: Something about your tone is comforting to them. You remind them of someone they like and respect. You happened to say just the right thing to put them in an agreeable mood.

Improved Pickpocketing

Effect:Youhavethreeassetsonyourpickpocketingtask.(Forthistask,theassetlimitis three instead of two.) You can use this cypher before or after you roll. Explanation: Your mark’s pockets are especially loose.Something distracts your mark just as you’re about to steal from them. You’re just the right height to grabwhat youwant fromthe mark.

Improved Repairing

Effect: For onerepair task, you are trained in an appropriatekind of crafting for that repair, andcanrepairitasifyouspent1resourcepointonit. Explanation: You used to rebuild this sort of device for fun.There’s a repair manual for the device nearby (or online). The device wasn’t really broken, just jammedor dirty.

Resource Points, pageXX

Improved Sneaking

Effect: You have three assets on your hiding, sneaking, or stealth task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: The people are distracted and not paying attention to you. Your shoes are especiallyquietonthiskindoffloor.Someonejustdidmaintenanceonthefloor tofixaloud squeak.

Improved Swimming

Effect: You have three assets on your swimmingtask. (Forthis task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Explanation: You remembered your old lifeguard training. You found a current moving in the direction you want to go. You thought you saw a shark.

Improvised Range

Effect: You attack with a weapon at a foe within short range even if the attack wouldn’t normally be effective or possible at that range.For example,you could throw a sword, use a

punch or kick topropel a heavy object, or throw an empty pistol. Make an eased attack against the foe as if youwere attacking them with the weapon normally; for example, skill in swords, unarmed combat, or pistols applies to theattack roll. If the attack succeeds, the foe takes damage as if you had hit them with the weapon in the normal way. Explanation: You’ve been practicing this trick. Weapon training includes unorthodox attack methods. It’s basic physics.

Improvised Shelter [NONSTANDARDCYPHERICON]

Effect: You find something in the area that is large enough to cover you, providing shelter from the weather or concealment from a pursuer. It might even block one attack before breaking or collapsing. Explanation: This thick tangle of branches is unexpectedly sturdy. This old tarp blends in prettywell with thedirt. This heavy cardboard box is much bigger than you thought.

ImprovisedShield

Effect: You use a piece of your equipmentor an object within reach to block an attack, negating the wound from the attack as if you had used a shield. This probably destroys the object the waythat a shield negates a major wound. Explanation: That was an expensive chair. That sword was a family heirloom. Good thing youwere next to that door.

The GM will let you know if the equipment you choose isn’t strong enough to block the attack. For example, a wristwatch or torch isn’t, but a medium weapon or a leather backpack probably is.

InhibitFoe [NONSTANDARDCYPHERICON]

Effect: As a second action after a successful attack, you hamper your foe so that until your next turn the severity of the wounds their attacks inflict decreases by one step. Explanation: Your attack hobbled them. They were demoralized by your aggression. They were distracted by something.

Inspire Aggression [NONSTANDARDCYPHERICON]

Effect: A foe of level 4 or less within short range usestheir next turn to attack a creature of your choice withinshort range. The attacking creature inflicts damage equal to their level. Explanation: You convinced them the creature said or did something unforgivable. Your taunt confused them. They thought the creature they attackedwas on your side.

Intellect Replenisher

Effect: You restore 4 points to your Intellect Pool. Explanation: Your coffee just kicked in. Something just reminded you of your favorite person. Your theme music just started playing.

Knockout

Effect: As a second action after a successful melee attack, make a Might or Intellect roll against your foe (hindered by two steps if the foe is level5 or higher). Ifyou succeed, you knock them out (or something similar that incapacitates them, such as knocking the wind out of them)

for a few rounds. Explanation: Agood bonk on the head can take out almost anyone. You and your high school friends used to choke each other out for fun. You learned how to doa solar plexus jab by watchingalotofboxingmatches.

LucidMoment

Effect: You ignore the effects and symptoms of a mental disorder, brain injury, or other impairing mental conditionuntil you use a ten-hour recovery.Examples include clinical depression, generalized anxiety disorder, delusions,manias, phobias, dementia, obsessive- compulsive disorder, attention deficit hyperactivity disorder, and schizophrenia. Explanation: Your medication dosage is precisely what you need right now. You’ve found a way to compensate for a little while. Some unknown factor(such asdiet, exercise, or rest) has

swung things your way.

Maintain Temperature

Effect: Until you use a one-hour or longer recovery, you’re resistant to hot or cold temperatures, as if you were wearing appropriate clothing. For example, you could walk throughtheSaharaDesertwithoutgettingheatstrokeorasunburn,orgooutinthesnow without risking frostbite or hypothermia. Explanation: You grew upwith weather like this. You’ve always run a little hot/cold. That

extra-large hot/cold drink was exactly what you needed.

Make Passage

Effect: As part of your movement, you create or use an opening in a barrier (up to level 4) and pass through it. Explanation: The floor was rotting away.The drywall was poorly installed. The mortar betweenthebrickswasweak.

You can also use a make passage cypher to open an existing door or gate, or even have an elevator arrive when you need it.

Master Password [NONSTANDARDCYPHERICON]

Effect: You have three assets on your computer or hacking task. (For this task, the asset limit is three instead of two.) Youcan use thiscypherbefore or after you roll. If you succeed, your interaction with the device is better than you expected in some way. For example, youmight gain access to a secure folder ona computer, the device might think

you’re an administrator, follow-up tasks with the device might be eased, oryou might be able to useit for a longer time before it deactivates oryou get locked out of the system. Explanation: You accidentally guessed the master password. Your biometrics are almost identical to those of the device’s creator. The device is glitching.

Mental Concentration

Effect: You have three assets on your Intellect defense task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. If you fail your Intellect defense task, the attack inflicts 4 fewer points of Intellect damage (or, if you are out of Intellect and the attack would inflict wounds, itreduces the severity ofthe wound by one step). Explanation: Eye of thetiger. Keep your eye on the ball. Your friends are counting on you.

Might Replenisher

Effect: You restore 4 points to your Might Pool. Explanation: You’re not as tired asyou thought. You werefaking an injury. Something just made you reallyangry.

Motivated Aid

Effect: If you use your action to help someone,they gain a total of three assetson their

task. (For this task, the asset limit is three instead of two.) You can use this cypher before or after theyroll. Explanation: You couldn’t stand to see them fail. You remembered when they went out of their way for you. You want them to owe you a favor.

Help, page (ref)

Near-Death Experience [NONSTANDARDCYPHERICON]

Effect: If you died within the last minute, you revive. Whatever injury, wound, or effect that

supposedly killed you is undone. You are hindered until you take a recovery. The number of moderatewounds you can take permanently decreases by one. You can use this cypher on an ally instead of yourself. If theyare an NPC, instead of being hindered until they take a recovery,they’re hindereduntil they rest for an hour; their maximum health decreases by 5 (to a minimum of 1). Explanation:Itmusthavebouncedoffyourthickskull.You’renotdyingtoday.Your

guardian angel is keeping busy.

Noncombat Enhancer

Effect: You get two assets on a noncombat task. You can use this cypher before or after you roll. Explanation: Wow, you’re really good at this! Fake it until you make it. Your horoscope said this would happen today.

Not Me

Effect: You have three assets on your deception or persuasion task to convincean intelligent creature that you are someone other than whoyou actually are. (For this task, the asset limit is three instead of two.) You can use this cypher before or after you roll. Thiscypherdoesn’tallowyoutoimpersonateaspecificindividual.Instead,youconvince them that you’re someone belonging to a certain category of people. For example, “I’m just

making a delivery.” “I work in maintenance.” “I’m selling baked goods; want some?” Explanation:You’regoodatimpressions.Youhappenedtohavesomethingthatservedasa convincing prop. The target didn’t really care that much or was distracted.

Offensive Object Break

Effect: A common nearby object (one that is close enough for you to touch) harms a foe

within immediate range of it, either by striking them or by breaking and its pieces hitting them. This automatically inflicts 4damage if the foe’slevel is 4 or less, or 1 damage to a foe of level 5 or higher. This can’t affect objects that are fixed in place or held by another creature.

Explanation: You tipped over the vase. You smashed the glass pitcher.You shoved the sculpture.

Pacify Beast [NONSTANDARDCYPHERICON]

Effect: You have two assets on your interaction, intimidation, or persuasion task to calm a beast or make it uninterested in attacking you or your allies. If you have food or a treat

appropriate to thebeast’s diet or interests,you get anadditional asset on this attack. These assets can exceed the normal limitof two assets on a task. You can use this cypher before or after you roll. After a while, the creature reverts to its previous behavior or leaves, as appropriate to the situation (a guard dog would continue to guard, buta wild bear would wander off). Explanation:Yougrewuponafarm.Youalwayshadawaywithanimals.Thiscreatureis justscared and hungry.

For a pacify beast cypher, “beast” refers to creaturesof animal-level intelligence and may include unintelligent aliens, magical creatures, and exotic life forms that fill a similar role in the local ecology.

Perfect Moment

Effect: You treat your next actionas if you had rolled a natural 20. Explanation: Your trainer wouldn’t let you stop until you got this move right. You dreamed about this and now it’s happening exactly as you dreamed it. That shot wasone in a million, kid.

Because rolling a natural 20 means you get back any points you used toapply Effort on the task, there’s no reason not to apply as much Effort asyou can afford on this task, since you’llimmediately get them back.

Pidgin

Effect: Using gestures, facial expressions, and a few meaningful words, you’re able to

understandandbeunderstoodbysomeoneeventhoughyoudon’thaveacommonlanguage. This communication is simple and limited (like “caveman talk”) but is enough to express concepts like friend, enemy, help, danger, sunrise/sunset, give, trade, andso on. After a few minutes of communicating like this, the other person probably ends the conversation out of boredom,frustration, or having other thingsto do; in any case, this understanding ends if you use a ten-minute or longer recovery.

Explanation: You have an expressive face. You and they have a talent for pantomime. Some wordsin your language are similar to related words in their language.

Poison Recovery

Effect: One poison of level 4 or lower thatis currently in your system has no further effect on you. Explanation: The wound was only a scratch and barely any poison got into you. You’ve

spent time building up a resistance to this particular poison. A medication you’re taking interferes withthe poison.

Press the Advantage

Effect: Against a foe who has already taken damagein this combat, your attack inflicts an additional 5 damage. You can use this cypher before or after you roll for the attack. Explanation: You got the scentof blood. Your attacks hit them right where they were most wounded. The foe started to panic.

Push

Effect:Afterasuccessfulmeleeorrangedattack,youattempttomoveafoeasanextra action. Make a Might or Speed attack (using the same Pool as the original attack). If this attack succeeds, you alsomovethe foe horizontally an immediate distance. If you use a level of Effort on the attack specificallyfor this cypher, the successful attack also knocks them prone. Explanation: They were surprised by how strong you are. Youcaught them off-balance. They tripped on something.

Quick Disable [NONSTANDARDCYPHERICON]

Effect: You have three assets on your taskto deactivate, pause, disable, or shut down a device.(Forthistask,theassetlimitisthreeinsteadoftwo.)Youcanusethiscypherbeforeor after you roll. If you succeed, attempts to reverse what you did are hindered bytwo steps (even if you’re the one trying). For example, youcould shut down a sentient artificial intelligence and make it hardforanyonetoreactivateit,orpausethecountdownclockonatimebombandmakeit

hard to start it up again. Explanation: You tried so many keyboard combinations that the thing froze up. You told it to print all files to the network printer. If all else fails, start cutting wires.

Quick Feint

Effect: If you succeed at an Intellecttask against a foe you’re in melee with, you make a feint, misleading them. You have three assets on your melee attack against them this turn. (For

this task, the asset limit is three instead of two.) Explanation: Their shoes are untied. Aim high, stab low. You are not left-handed.

Quick Funds

Effect: You come up with the money or other resources required to purchase an item that is inexpensive, moderately priced,or expensive. Explanation: You have a line of credit. You found the coins hidden beneath a loose board. It’s a loan from someone.

Price Categories, page (ref)

Remembering

Effect: You remember about a minute’s worth of details from your past, even if at the time it didn’t seem like you were paying attention. For example, you could remember all the details of a person’s outfit, theexact words of an overheard conversation, the license plates of several

vehicles leaving a crime scene, orthe password you saw someone type on a computer.

Insteadof remembering a pastaction, you can usethis cypher to memorize something that’s happening now or about to happen within one minute. Explanation: You were only pretending that you weren’t observing. What they said became anearworm and itjust now clicked. You got an unexpected bit of clarity about what happened.

Repel [NONSTANDARDCYPHERICON]

Effect: Make an Intellect attack against a foe within short range. If you succeed, they decide to leave the area for some reason and stay away for a while. If they can’t get away, all their tasks against you are hindered by two steps for a while. Explanation: You scared them away. They have to use the bathroom. They remembered an important appointment.

Restrain [NONSTANDARDCYPHERICON]

Effect: As an extra action after a successful melee attack, make a Might or Speed roll against your foe (hindered if the foe is level5 or higher). Ifyou succeed, you restrain them (with an armlock,headlock,alengthofrope,orsomethingsimilar)andthefoeisunabletoattackor move away from theircurrent position.The foe can use their action to escape the restraints, but if you actively interfere (costing you your next action) you can make an easedroll against them to restrain themfor another round. Explanation: You’ve watched a lot of wrestling. Reunions for your family tendto get unruly.

You have a knack for ropes.

Reveal Unseen [NONSTANDARDCYPHERICON]

Effect: Until your next turn, you ignore all penalties associated with attacking or defending againstafoewhohascover,hasasuperiorposition,iscamouflaged,orisinvisible. Explanation: They accidentally revealed exactly where they are. You got a weirdfeeling and guessed right. They stumbled or were distracted and briefly moved out of cover.

Sated [NONSTANDARDCYPHERICON]

Effect: You can go without food and water for a while, as if you’d just eaten a very filling mealand had plenty of fluids. Explanation: You had a big breakfast. You eat like a bird. You’re basically a camel.

Secret

Effect: You can ask the GM one questionand get a general answer. The GM assigns a level

to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a question above level 4. Explanation: You just watched a documentary about this. Someone leftbehind a note with relevant information. The answer was on the tip of your tongue.

Silent Message

Effect: Using only gestures and facial expressions, you silentlycommunicate aconcept to an ally who can see you. The concept canbe anything you could say verbally in about twenty wordsor ten seconds, and your ally understands exactly what you mean. Explanation: You spent one semester working as a mime in an amusement park. You’re a big fan of silent movies. You and the ally had the same military training.

Slippery [NONSTANDARDCYPHERICON]

Effect: You find anduse something nearby that makes an immediate area slippery and hard to pass through, such as apan full of warm grease, a bag of marbles, a bucket of soapy water, or a planter full of wet soil. Movement tasks in thearea are hindered at least for a few rounds oruntiltheareaiscleanedup. Explanation: The kitchen had a tray full of greasy runoff from a recent meal. The old plumbing only needed a hard kick to start spraying water everywhere. A kid left behind a bag of

marbles.

Snap Alert

Effect: You end one effect that is limiting your actions, such as being stunned, unconscious, terrified, or blinded. Explanation: No sleeping on the job. Heroes get things done. Pull yourself together.

Speed Replenisher

Effect: You restore 4 points to your SpeedPool. Explanation: You took a moment for a really good stretch. You cracked your back or neck and it made a really satisfying noise. That knot in your muscle finally relaxed.

Take One for the Team

Effect: When you take the attack against a foe of level 4 or less, the attack inflictsno damage,and you also don’t take the extra minor wound that you’d normally incur.

Explanation: The foe was too surprised by your move to make a telling blow. Your movement to intercept partiallydeflected the attack. You got instantkarma.

Take the Attack, page (ref)

Teach Trick [NONSTANDARDCYPHERICON]

Effect: If you spend about ten minutes interacting with a beast (such as a dog, cat, bear, or other common animal), you can teach it one basic trick that itcan physically perform (roll over,

heel,spin, shake, go to an indicatedplace within long range, and so on). The beast’s knowledge of this trick doesn’t expire, but after a few days it probably needs a reminder about the trick in order to do it well. Explanation: You have a good connection to this beast. This animal is unusually smart.This might actually be an escaped pet.

Traumatic Amnesia [NONSTANDARDCYPHERICON]

Effect: Make a Might, Speed, or Intellect attack against someone in immediate range who you’ve just surprised, harmed, or threatened. If yousucceed, their memory of what just happened is confused, hindering by two steps their recollection of you and the details of the last minute or so. Explanation: You did or said something that triggered them. They were already on theverge of a crisis. They startle easily.

WoundRecovery

Effect: You heal two minor wounds, heala moderate wound, or reduce a major wound to a moderatewound. Explanation: The hit wasn’t as bad as it looked. You can tough this one out. Your foe must have pulled their punch.

Wounded Desperation

Effect: You gain an asset on your attack, andthe attack inflicts an additional 5damage. You can only activate this cypher if you are hindered from wounds. Explanation:Itwasfightordie.Theadrenalinekickedin.Theyhurtyouandyouneededto settle the score.