Numenera Discovery Cyphers (d100)

Citation

Numenera Discovery ISBN 9781939979810

d100 Name Level Type Effect

1

Adhesion clamps

Roll 1d6

Resolve: {Handles with powerful suction cups|Gloves}

Allows for automatic climbing of any
surface, even horizontal ones. Lasts for ten
minutes per cypher level.

2

Antivenom

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector}

Renders user immune to poisons of the
same level or lower for one hour per cypher
level and ends any such ongoing effects, if
any, already in the user’s system.

3

Attractor

Roll 1d6 + 4

Resolve: {Small handheld device|Glove of synth}

One unanchored item your size or smaller
within long range (very long range if the cypher
is level 8 or higher) is drawn immediately to
the device. This takes one round. The item has
no momentum when it arrives.

4

Banishing nodule

Roll 1d6

Resolve: {Crystal nodule affixed to a melee
weapon}

For the next 28 hours, each time the
weapon the nodule is attached to strikes a
solid creature or object, it generates a burst
of energy that teleports the creature or object
struck 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 is level 5 or higher).

5

Blinking nodule

Roll 1d6

Resolve: {Crystal nodule affixed to armor}

For the next 28 hours, each time (but
not more than once per round) the wearer
of the armor the nodule is attached to is
struck hard enough to inflict damage, they
teleport an immediate distance in a random
direction (not up or down). Since the wearer
is prepared for this effect and their foe is
not, the wearer’s defenses are eased for
one round after they teleport (eased by two
steps if the cypher is level 5 or higher).

6

Catholicon

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector}

Cures any disease of the cypher level
or lower.

7

Catseye

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

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

8

Chemical factory

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

After one hour, the sweat of the user
produces 1d6 doses of a valuable liquid (these
doses are not considered cyphers). They must
be used within one week. Effects vary:

Effect type (rolled): Resolve: {4%?Euphoric for 1d6 hours|4%?Hallucinogenic for 1d6 hours|4%?Stimulant for 1d6 hours|4%?Depressant for 1d6 hours|4%?Nutrient supplement|5%?Antivenom|5%?Cures disease|5%?See in the dark for one hour|10%?Restores a number of Might Pool points equal to cypher level|10%?Restores a number of Speed Pool points equal to cypher level|10%?Restores a number of Intellect Pool points equal to cypher level|10%?Increases Might Edge by 1 for one hour|10%?Increases Speed Edge by 1 for one hour|10%?Increases Intellect Edge by 1 for one hour|5%?Restores all Pools to full}

9

Comprehension graft

Roll 1d6 + 1

Resolve: {Small metallic disk}

When applied to a creature’s head, the
disk immediately unleashes microfilaments
that enter the brain. Within five minutes,
the creature can understand the words of
a specific language keyed to the graft (two
languages if the cypher is level 5 or higher).
This is true even of creatures that do not
normally have a language. If the creature
could already understand the language,
the cypher has no effect. Once the graft
attaches, the effect is permanent, and
this device no longer counts against the
number of cyphers that a PC can bear.

10

Controlled blinking nodule

Roll 1d6 + 2

Resolve: {Crystal nodule affixed to armor}

For the next 28 hours, each time the
wearer of the armor the nodule is attached to
is struck hard enough to inflict damage (but
no more than once per round), they teleport
to a spot they desire within immediate
range. Since the wearer is prepared for
this effect and their foe is not, the wearer’s
defenses are eased for one round after they
teleport (eased by two steps if the cypher is
level 6 or higher).

11

Datasphere siphon

Roll 1d6

Resolve: {Pill|ingestible liquid|Small handheld device|crystal|Temporary tattoo|amulet,
headband|crystal worn on temple}

Tapping into the datasphere’s
knowledge, the user can learn the answer
to one question (two questions if the
cypher is level 4 or higher, three questions
if the cypher is level 6 or higher).

12

Density nodule

Roll 1d6

Resolve: {Crystal nodule affixed to a melee
weapon}

For the next 28 hours, each time the
weapon the nodule is attached to strikes
a solid creature or object, the weapon
suddenly increases dramatically in weight,
causing the blow to inflict an additional 2
points of damage (3 points if the cypher is
level 4 or higher).

13

Detonation

Roll 1d6 + 2

Resolve: {Explosive device (thrown|short range)
or handheld projector (long range)|Wristband projector (long range)}

Explodes in an immediate radius,
inflicting damage equal to the cypher level.
Roll for the type of damage:

Effect type (rolled): Resolve: {10%?Cell-disrupting (harms only flesh)|20%?Corrosive|10%?Electrical discharge|10%?Heat drain (cold)|25%?Fire|25%?Shrapnel}

14

Detonation (desiccating)

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Bursts in an immediate radius, draining
moisture from everything within it. Living
creatures take damage equal to the cypher
level. Water in the area is vaporized.

15

Detonation (flash)

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Bursts in an immediate radius, blinding
all within it for one minute (ten minutes if
the cypher is level 4 or higher).

16

Detonation (gravity)

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Bursts in an immediate radius, inflicting
damage equal to the cypher level by
increasing gravity tremendously for one
second. All in the area are crushed to the
ground for one round and cannot take
physical actions.

17

Detonation (massive)

Roll 1d6 + 2

Resolve: {Handheld projector (very long range)|Wristband projector (very long range)}

Explodes in a short-range radius,
inflicting damage equal to the cypher level.
Roll for the type of damage:

Effect type (rolled): Resolve: {10%?Cell-disrupting (harms only flesh)|20%?Corrosive|10%?Electrical discharge|10%?Heat drain (cold)|25%?Fire|25%?Shrapnel}

18

Detonation (matter disruption)

Roll 1d6 + 4

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Explodes in an immediate radius,
releasing nanites that rearrange matter in
random ways. Inflicts damage equal to the
cypher level.

19

Detonation (pressure)

Roll 1d6 + 2

Resolve: {Explosive device (thrown|short range)
or handheld projector (long range)|Wristband projector (long range)}

Explodes in an immediate radius,
inflicting impact damage equal to the
cypher level. Also moves unattended
objects out of the area if they weigh less
than 20 pounds (9 kg) per cypher level.

20

Detonation (singularity)

Roll 10

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)}

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
move one step down the damage track if
they fail a Might defense roll.

21

Detonation (sonic)

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Explodes with terrifying sound,
deafening all in an immediate radius for
ten minutes per cypher level.

22

Detonation (spawn)

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Bursts in an immediate radius, blinding
all within it for one minute and inflicting
damage equal to the cypher level. The
burst spawns 1d6 additional detonations;
on the next round, each additional
detonation flies to a random spot within
short range and explodes in an immediate
radius. Roll for the type of damage dealt by
all detonations:

Effect type (rolled): Resolve: {10%?Cell-disrupting (harms only flesh)|20%?Corrosive|10%?Electrical discharge|10%?Heat drain (cold)|25%?Fire|25%?Shrapnel}

23

Detonation (web)

Roll 1d6 + 2

Resolve: {Explosive device (thrown|short range)
or handheld projector (long range)|Wristband projector (long range)}

Explodes in an immediate radius and
creates sticky strands of goo that last
1 hour. 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.

24

Disrupting nodule

Roll 1d6

Resolve: {Crystal nodule affixed to a melee
weapon}

For the next 28 hours, each time the
weapon the nodule is attached to strikes
a solid creature or object, it generates a
burst of nanites that directly attack organic
cells. The affected target takes 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) and loses its next action.

25

Eagleseye

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

Grants the ability to see ten times as far
as normal for one hour per cypher level.

26

Fireproofing spray

Roll 1d6 + 4

Resolve: {Spray canister}

An object sprayed by this cypher has
Armor against fire damage equal to the
cypher’s level for 28 hours.

27

Flame-retardant wall

Roll 1d6

Resolve: {Handheld device|Belt|ring|bracelet}

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.

28

Force cube projector

Roll 1d6 + 3

Resolve: {Handheld device|Belt|ring|bracelet}

Creates an immobile cube composed of
six planes of solid force, each 30 feet (9 m)
to a side, for one hour. The planes conform
to the space available.

29

Force nodule

Roll 1d6

Resolve: {Crystal nodule affixed to armor}

For the next 28 hours, the armor the nodule
is attached to is bolstered by a powerful force
field, adding 2 to the Armor it provides (adding
3 to the Armor if the cypher is level 5 or higher).

30

Force screen projector

Roll 1d6 + 3

Resolve: {Handheld device|Belt|ring|bracelet}

Creates an immobile plane of solid
force 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.

31

Force shield projector

Roll 1d6 + 3

Resolve: {Subdermal injection|Handheld device|Belt|ring|bracelet}

Creates a shimmering energy shield
around the user for one hour, during which
time they gain +3 Armor (+4 Armor if the
cypher is level 5 or higher).

32

Friction-reducing gel

Roll 1d6

Resolve: {Spray canister}

Sprayed across an area up to 10 feet (3
m) square, this gel makes things extremely
slippery. For one hour per cypher level,
movement tasks in the area are hindered
by three steps.

33

Frigid wall projector

Roll 1d6 + 2

Resolve: {Complex device}

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 level on anything that passes
through it. The wall conforms to the space
available. It lasts for ten minutes.

34

Gas bomb

Roll 1d6 + 2

Resolve: {Explosive device or ceramic sphere
(thrown|short range) or handheld
projector (long range)|Wristband projector (long range)}

Bursts in a poisonous cloud within an
immediate distance. The cloud lingers
for 1d6 rounds unless conditions dictate
otherwise. Effects vary:

Effect type (rolled): Resolve: {10%?Thick smoke: occludes sight while the cloud lasts.|10%?Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher level.|30%?Poison gas: living creatures that breathe suffer damage equal to the cypher level.|10%?Corrosive gas: everything suffers damage equal to the cypher level.|5%?Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher level.|5%?Nerve gas: living creatures that breathe suffer Speed damage equal to the cypher level.|10%?Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypher level.|3%?Fear gas: living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher level.|3%?Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute.|10%?Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher level or until awoken by a violent action or an extremely loud noise.|4%?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 level.}

35

Gravity nullifier

Roll 1d6 + 3

Resolve: {Subdermal injection|Small platform on which the user
must stand|Belt|boots|ring|bracelet}

For one hour, the user can float into the
air, moving vertically (but not horizontally
without some other action, such as pushing
along the ceiling) up to a short distance per
round. The user must weigh less than 50
pounds (22 kg) per level of the cypher.

36

Gravity-nullifying spray

Roll 1d6 + 2

Resolve: {Spray canister}

A nonliving object up to the size of a human
(two humans if the cypher is level 6 or higher)
sprayed by this cypher floats 1d20 feet in the
air permanently and no longer has weight if
carried, though it needs to be strapped down.

37

Heat nodule

Roll 1d6

Resolve: {Crystal nodule affixed to a melee weapon}

For the next 28 hours, each time the weapon
the nodule is attached to strikes a solid
creature or object, it generates a burst of heat,
inflicting an additional 2 points of damage
(3 points if the cypher is level 4 or higher, 4
points if the cypher is level 6 or higher).

38

Hunter/seeker

Roll 1d6

Resolve: {Complex device|handheld device|Arm- or shoulder-mounted launcher}

With long-range movement, this intelligent
missile tracks and attacks a specified target
(target must be within sight when selected). If
it misses, it continues to attack one additional
time per cypher level until it hits. For example,
a level 4 hunter/seeker will attack a maximum
of five times. Different hunter/seekers have
different effects:

Effect type (rolled): Resolve: {50%?Inflicts 8 points of damage.|30%?Bears a poisoned needle that inflicts 3 points of damage plus poison.|10%?Explodes, inflicting 6 points of damage to all within immediate range.|5%?Shocks for 4 points of electricity damage, and stuns for one round per cypher level.|5%?Covers target in sticky goo that immediately hardens, holding them fast until they break out with a Might action (difficulty equal to the cypher level + 2).}

39

Image projector

Roll 1d6

Resolve: {Handheld device with glass panel|Headband with device on forehead}

Projects one of the following immobile
images in the area described for one hour.
The image appears up to a close distance
away (long distance if the cypher level
is 4 or higher, very long distance if the
cypher level is 6 or higher). Scenes include
movement, sound, and smell.

Effect type (rolled): Resolve: {20%?Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube)|20%?Huge machine that obscures sight (30-foot [9 m] cube)|10%?Beautiful pastoral scene (50-foot [15 m] cube)|10%?Food that looks delicious but may not be familiar (10-foot [3 m] cube)|20%?Solid color that obscures sight (50-foot [15 m] cube)|20%?Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)}

40

Inferno wall projector

Roll 1d6 + 2

Resolve: {Complex device}

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 level on anything that passes
through it. The wall conforms to the space
available. It lasts for ten minutes.

41

Infiltrator

Roll 1d6

Resolve: {Phases into eye|phases out when
used|Handheld device that launches
projectile|Adheres to temple and launches
projectile}

Tiny capsule launches and moves at
great speed, mapping and scanning an
unknown area. It moves 500 feet (150 m)
per level, scanning an area up to 50 feet
(15 m) per level away from it. It identifies
basic layout, creatures, and major energy
sources. Its movement is blocked by any
physical or energy barrier.

42

Instant servant

Roll 1d6

Resolve: {Handheld device}

Small device expands into a humanoid
automaton that is roughly 2 feet (60 cm)
tall. Its level is equal to the cypher level and
it can understand the verbal commands
of the character who activates 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
away 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.

43

Instant shelter

Roll 1d6 + 3

Resolve: {Handheld device}

With the addition of water and air,
the small device expands into a simple
one-room structure with a door and a
transparent window (two rooms with
an internal door if the cypher is level 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 form of shapestone and is
permanent and immobile once created.

44

Intellect enhancement

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

Substance adds 1 to Intellect Edge for
one hour (or adds 2 if the cypher is level 5
or higher).

45

Invisibility nodule

Roll 1d6

Resolve: {Crystal nodule affixed to armor}

For the next ten hours per cypher level,
the armor the nodule is attached to is
invisible, making the wearer appear to be
unarmored.

46

Knowledge enhancement

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

For the next 28 hours, the character has
training in a predetermined skill (or two skills
if the cypher is level 5 or higher). Although the
skill could be anything (including something
specific to the operation of one device or
something similar), common skills include:

Effect type (rolled): Resolve: {10%?Melee attacks|10%?Ranged attacks|20%?Understanding numenera (sometimes specific to one device)|10%?Repairing (sometimes specific to one device)|10%?Crafting (usually specific to one thing)|10%?Persuasion|5%?Healing|5%?Speed defense|5%?Intellect defense|5%?Swimming|5%?Riding|5%?Sneaking}

47

Lightning wall projector

Roll 1d6 + 2

Resolve: {Complex device}

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 level on anything that passes
through it. The wall conforms to the space
available. It lasts for ten minutes.

48

Living solvent

Roll 1d10

Resolve: {Canister containing slime}

Once released, this organic slime
dissolves 1 cubic foot of material each
round. After one round per cypher level,
the slime dies and becomes inert.
It’s easy to get addicted
to the quick hit of
training that comes from
knowledge enhancement
cyphers. Characters who
rely on them too often
may find themselves at
a disadvantage when
they run out, presenting
a great opportunity
for GM intrusion.

49

Machine control implant

Roll 1d6 + 2

Resolve: {Pill|Injector|Disk that adheres to forehead,
temporary tattoo}

When activated, the cypher splits into
two pieces. One is affixed to a numenera
device and the other to a character. The
character can then use their mind to
control the device at long range, bidding it
to do anything it could do normally. Thus,
a device could be 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.

50

Magnetic attack drill

Roll 1d6 + 2

Resolve: {Small sphere with a thick screw
protrusion}

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 level. If the target is
made of metal or wearing metal (such as
armor), the attack is eased.

51

Magnetic master

Roll 1d6 + 2

Resolve: {Small pyramid-shaped metallic device|Gloves with metal plates}

Establishes a connection with one
metal object within short range that a
human could hold in one hand. After this
connection is established, the user can
move or manipulate the object anywhere
within short range (each movement or
manipulation is an action). For example,
the user 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.

52

Magnetic shield

Roll 1d6 + 2

Resolve: {Small pyramid-shaped metallic device|Gloves with metal plates}

For ten minutes per cypher level, metal
objects cannot come within immediate
range of the activated device. Metal items
already in the area when the device is
activated are slowly pushed out.

53

Memory lenses

Roll 1d6

Resolve: {Contact lenses|eyeglasses|or
goggles}

Allows the wearer to mentally record
everything they see for thirty seconds
per cypher level and store the 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.

54

Mental scrambler

Roll 1d6 + 2

Resolve: {Complex metal and glass device}

Two rounds after being activated, the
device creates an invisible field that fills an
area within short range and lasts for one
minute. The field scrambles the mental
processes of all thinking creatures. The
effect lasts as long as they remain in the
field and for 1d6 rounds after, although an
Intellect defense roll is allowed each round
to act normally (both in the field and after
leaving it). Each mental scrambler is keyed
to a specific effect. Roll for effect:

Effect type (rolled): Resolve: {30%?Victims cannot act.|10%?Victims cannot speak.|10%?Victims move slowly (immediate range) and clumsily.|10%?Victims cannot see or hear.|10%?Victims lose all sense of direction, depth, and proportion.|10%?Victims do not recognize anyone they know.|8%?Victims suffer partial amnesia.|6%?Victims suffer total amnesia.|4%?Victims lose all inhibitions, revealing secrets and performing surprising actions.|2%?Victims’ ethics are inverted.}

55

Metal death

Roll 1d6 + 2

Resolve: {Canister with hose|Wrist-mounted sprayer}

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).

56

Monoblade

Roll 1d6 + 2

Resolve: {Injection into fingertip|Device similar to hilt|Glove}

Produces 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.

57

Motion sensor

Roll 1d6 + 2

Resolve: {Injection into spine|Disk that can be affixed to the floor or
another surface|Amulet}

Indicates when any movement occurs
within short range, or when large 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. Once
activated, it operates for one hour per
cypher level.

58

Personal environment field

Roll 1d6 + 2

Resolve: {Handheld device|Belt|medallion|ring}

Creates an aura of temperature and
atmosphere that will sustain a human
safely for 28 hours. The aura extends to 1
foot (30 cm) around the user (double that
radius if the cypher is level 7 or higher). It
does not protect against sudden 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.

59

Phase changer

Roll 1d6 + 1

Resolve: {Handheld device|Belt|medallion|ring}

Puts the user out of phase for one
minute (two minutes if the cypher is level
6 or higher). During this time, the user can
pass through solid objects as though they
were entirely insubstantial, like a ghost.
They cannot make physical attacks or be
physically attacked.

60

Phase disruptor

Roll 1d6 + 2

Resolve: {Complex device|plate that affixes to
surface|elaborate spray atomizer}

Puts a portion of a physical structure (like
a wall or floor) out of phase for one hour. It
affects an area equal to one 5-foot (1.5 m)
cube per cypher level. While the area is out of
phase, creatures and objects can pass freely
through it as if it were not there, although
one cannot see through it, and it blocks light.

61

Poison (emotion)

Roll 1d6 + 2

Resolve: {Pill|ingestible or injectable liquid|Injector|Lipstick|false fingertip|ring with needle}

The victim feels a specific emotion for
one hour.

Effect type (rolled): Resolve: {20%?Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all interaction tasks are hindered by two steps.|20%?Fear. Flees in terror for one minute when threatened.|20%?Lust. Cannot focus on any nonsexual activity.|15%?Sadness. All tasks are hindered.|10%?Complacency. Has no motivation. All tasks are hindered by two steps.|10%?Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased.|5%?Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.}

62

Poison (explosive)

Roll 1d6 + 1

Resolve: {Pill|ingestible or injectable liquid|Injector|Lipstick|false fingertip|ring with
needle}

Once this substance enters the
bloodstream, it travels to the brain
and reorganizes into an explosive that
detonates when activated, inflicting 10
points of damage (ignoring Armor). Roll to
determine the means of detonation:

Effect type (rolled): Resolve: {25%?The detonator is activated (must be within long range).|15%?A specified amount of time passes.|10%?The victim takes a specific action.|5%?A specific note is sung or played on an instrument within short range.|5%?The victim smells a specific scent within immediate range.|20%?The victim comes within long range of the detonator.|20%?The victim is no longer within long range of the detonator.}

63

Poison (mind-controlling)

Roll 1d6 + 2

Resolve: {Pill|ingestible or injectable liquid|Injector|Lipstick|false fingertip|ring with
needle}

The victim must carry out a specific
action in response to a specific trigger.

Effect type (rolled): Resolve: {20%?Lies down for one minute with eyes closed when told to do so.|20%?Flees in terror for one minute when threatened.|20%?Answers questions truthfully for one minute.|15%?Attacks close friend for one round when within immediate range.|10%?Obeys next verbal command given (if it is understood).|10%?For 28 hours, becomes sexually attracted to the next creature of its own species that it sees.|5%?For one minute, moves toward the next red object seen in lieu of all other actions, even ignoring self- preservation.}

64

Poison (mind-disrupting)

Roll 1d6 + 2

Resolve: {Pill|ingestible or injectable liquid|Injector|Lipstick|false fingertip|ring with
needle}

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.

65

Psychic communique

Roll 1d6 + 2

Resolve: {Pill|Metallic disk|Device that adheres to temple}

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.

66

Ray emitter

Roll 1d6 + 2

Resolve: {Subdermal implant|Handheld device|Contact lens|glove|ring|wristband,
headband|belt buckle|shoulder-mounted
device}

Allows the user to project a ray of
destructive energy up to very long range
that inflicts damage equal to the cypher’s
level.

Effect type (rolled): Resolve: {50%?Heat/concentrated light|10%?Cell-disrupting radiation|20%?Force|7%?Magnetic wave|6%?Molecular bond disruption|7%?Concentrated cold}

67

Ray emitter (numbing)

Roll 1d6 + 2

Resolve: {Subdermal implant|Handheld device|Contact lens|glove|ring|wristband,
headband|belt buckle|shoulder-mounted
device}

Allows the user to project a ray of
energy up to long range (very long range if
the cypher is level 6 or higher) that numbs
one limb of the target, making it useless
for one minute. A small number of these
devices (5%) induce numbing that lasts for
one hour.
Even weirder ray emitters:
• Turns target
inside out
• Inflicts damage and
turns flesh blue
• Renders target mute
• Only damages plants
• Only damages
inorganic matter
• Turns flesh to dead,
stone-like material

68

Ray emitter (paralysis)

Roll 1d6 + 2

Resolve: {Subdermal implant|Handheld device|Contact lens|glove|ring,
wristband|headband|belt buckle,
shoulder-mounted device}

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.

69

Reality spike

Roll 1d6 + 4

Resolve: {Metallic spike}

Once activated, the spike does not
move—ever—even if activated in midair.
A Might action will dislodge the spike, but
then it is ruined.

70

Rejuvenator

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

Substance restores a number of points
equal to the cypher’s level to one random
Pool. Roll 1d100:

Effect type (rolled): Resolve: {50%?Might Pool|25%?Speed Pool|25%?Intellect Pool}

71

Rejuvenator

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

Substance restores a number of points
equal to the cypher’s level to one random
Pool. Roll 1d100:

Effect type (rolled): Resolve: {50%?Might Pool|25%?Speed Pool|25%?Intellect Pool}

72

Remote viewer

Roll 1d6

Resolve: {Device that splits into two parts when
activated|one with a glass screen}

For one hour per cypher level, the glass
screen on one part shows everything going
on in the vicinity of the other part, regardless
of the distance between the two parts.

73

Repair unit

Roll 1d10

Resolve: {Handheld device|Shoulder- or arm-mounted launcher,
belt-mounted device}

Device becomes a multiarmed sphere that
floats. It repairs one designated numenera
device (of a level equal to or less than its own)
that has been damaged but not destroyed. The
repair unit can even create spare parts, unless
the GM rules that the parts are too specialized
or rare (in which case, the unit repairs the
device entirely except for the specialized part).
Repair time is 1d100 + 20 minutes.

74

Retaliation nodule

Roll 1d6

Resolve: {Crystal nodule affixed to armor}

For the next 28 hours, anyone striking
the armor the nodule is attached to
triggers 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 armor’s wearer.

75

Sheen

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

For one week, the user’s cells are coated with
a protective veneer that resists damage (+1 to
Armor, or +2 to 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.

76

Shock nodule

Roll 1d6

Resolve: {Crystal nodule affixed to a melee weapon}

For the next 28 hours, each time the weapon
the nodule is attached to strikes a solid creature
or object, it 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

Shocker

Roll 1d6 + 4

Resolve: {Subdermal implant|Short rod|Ring|palm disk}

Delivers a powerful burst of electricity
that shocks any creature touched, inflicting
damage equal to the cypher’s level.

78

Skill boost

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

Dramatically but temporarily alters the
user’s mind and body so that one specific
physical action they can perform is eased by
three steps. Once activated, this boost can be
used a number of times equal to the cypher’s
level, but only within a 28-hour period. The
boost takes effect each time the action is
performed, so a level 3 cypher boosts the
first three times the action is attempted. The
action can be one of a number of possibilities:

Effect type (rolled): Resolve: {15%?Melee attack|15%?Ranged attack|10%?Speed defense|10%?Might defense|10%?Intellect defense|8%?Jumping|8%?Climbing|8%?Running|8%?Swimming|2%?Sneaking|2%?Balancing|2%?Perceiving|1%?Carrying|1%?Escaping}

79

Sleep inducer

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector|gas sprayer|Fingertip cusp|ring|glove}

Touch or ingestion puts the victim to
sleep for ten minutes or until awoken by a
violent action or an extremely loud noise.

80

Sonic hole

Roll 1d6 + 2

Resolve: {Small handheld device|Wristband|ring|belt-mounted device}

Draws all sound within long range into the
device for one round per cypher level. Within
the affected area, no sound can be heard.

81

Sound dampener

Roll 1d6 + 2

Resolve: {Implant|Small handheld device|Wristband|ring|belt-mounted
device|boots}

Dampens all sound within immediate
range for one minute per cypher level,
providing an asset for all creatures in the
area to attempt stealthy actions.

82

Spatial warp

Roll 5

Resolve: {Small metal ring}

When affixed to another numenera
device that affects a single target at range,
that range is increased to 1 mile (1.5 km)
with 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.
Creating the spatial warp functions as one
use of the device.

83

Speed boost

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

Substance adds 1 to Speed Edge for
one hour (or adds 2 if the cypher is level
5 or higher).

84

Stim

Roll 6

Resolve: {Pill|ingestible liquid|Injector}

Eases the next action taken by three steps.

85

Stim

Roll 6

Resolve: {Pill|ingestible liquid|Injector}

Eases the next action taken by three steps.

86

Strength boost

Roll 1d6 + 2

Resolve: {Pill|ingestible liquid|Injector|Adhesive patch that activates when
slapped}

Substance adds 1 to Might Edge for one
hour (or adds 2 if the cypher is level 5 or
higher).

87

Subdual field

Roll 1d6 + 3

Resolve: {Complex device}

Two rounds after being activated, the
device creates an invisible field that fills a
specified area (such as a cube of a certain
size) within long range of the device.
The field lasts for one minute. It affects
the minds of thinking beings within the
field, preventing them from taking hostile
actions. The effect lasts as long as they
remain in the field and for 1d6 rounds after,
although an Intellect defense roll is allowed
each round to act normally (both in the
field and after leaving it).

88

Telepathy implant

Roll 1d6 + 2

Resolve: {Pill|Injector|Disk that adheres to forehead,
temporary tattoo}

The user activates the device and
targets one creature within close range.
For one hour per cypher level, the device
enables two-way long-range mental
communication between the user and
the target. This lasts for one hour per
cypher level. Sometimes multiple cyphers
of this type are found together and allow
communication between all of them.

89

Teleporter (bounder)

Roll 1d6 + 2

Resolve: {Complex device|handheld device|Belt|wristband|ring|full bodysuit}

User teleports up to 100 × the cypher
level in feet (30 × cypher level in m) to a
location they can see. They arrive safely
with their possessions but cannot take
anything else with them.

90

Teleporter (traveler)

Roll 1d6 + 4

Resolve: {Complex device|handheld device|Belt|wristband|ring|full bodysuit}

User teleports up to 100 × the cypher
level in miles (160 x the cypher level in km)
to a location they have previously visited.
They arrive safely with their possessions
but cannot take anything else with them.

91

Temporal viewer

Roll 1d6 + 4

Resolve: {Complex device|handheld device|Wristband}

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.

92

Time dilation nodule (defensive)

Roll 1d6

Resolve: {Crystal nodule affixed to armor}

For the next 28 hours, the wearer of the
armor moves in seemingly random, rapid
jumps, a few inches to one side or the
other, when attacked. This is an asset that
eases attacks by two steps (three steps if
the cypher is level 6 or higher).

93

Time dilation nodule (offensive)

Roll 1d6

Resolve: {Crystal nodule affixed to a melee
weapon}

For the next 28 hours, the attacker
moves at almost instantaneous speeds
when they swing the weapon, easing their
attacks by two steps (three steps if the
cypher is level 6 or higher).

94

Tracer

Roll 1d6

Resolve: {Handheld device|Wristband}

Fires a microscopic tracer that clings to
any surface within short range (long range
if the cypher is level 4 or higher, very long
range if the cypher is level 6 or higher). For
the next 28 hours, the launcher shows the
distance and direction to the tracer, as long
as it is in the same dimension.

95

Visage changer

Roll 1d6

Resolve: {Pill or injection that produces
temporary subdermal|malleable implants|Tube of moldable paste}

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 28 hours.

96

Visual displacement device

Roll 1d6

Resolve: {Handheld device|Belt or bracelet}

Projects holographic images of the
wearer to confuse attackers. The images
appear around the wearer. This gives the
wearer an asset to Speed defense actions
for ten minutes per cypher level.

97

Vocal translator

Roll 1d6

Resolve: {Pill|ingestible liquid|Disk that must be held to forehead|Headband}

Translates everything said by the
user into a language that anyone can
understand for 28 hours per cypher level.

98

Warmth projector

Roll 1d6

Resolve: {Subdermal implant|Injector|Bodysuit|belt}

Keeps the user warm and comfortable
in the harshest cold temperatures for
28 hours. During this time, the user
has Armor equal to the cypher level that
protects against cold damage.

99

Water breather

Roll 1d6

Resolve: {Pill|ingestible liquid|Injector}

Allows an air breather to extract oxygen
from water for five hours per cypher level
so they can breathe underwater.

100

X-ray viewer

Roll 1d6 + 4

Resolve: {Glass panel}

When held up against a solid surface,
this panel allows the user to see through
up to 2 feet (60 cm) of material. The panel
works only if the cypher’s level is higher
than the material’s level. The effect lasts for
one minute per cypher level.