OG-CSRD Old Gus' Cypher System Reference Document
version 1.96a (2025-01-25)
Table of Contents
- The Cypher System
- Part 1: Characters
- Part 2: Rules
- Part 3: Genres
- Part 4: Game Mastering
- Part 5: Back Matter
The Cypher System
Chapter 1 Foreword
Welcome, reader—
If you're new to the Cypher System, the official Cypher System Reference Rules Primer and Cypher System Starter Set are a great place to start.
Old Gus' Cypher System Reference Document (OG-CSRD) is a hypertext version of the September 26, 2024 Cypher System Reference Document (CSRD) that editorializes content to align with the general chapter structure of the Cypher System Rulebook. Game Masters (GMs) and players should find it easy to "get on the same page", even if they are reading from different sources.
The CSRD also includes material first published in other volumes. Page number references for each have been added throughout as follows:
- Cypher System Rulebook (2019): (Cypher System Rulebook, page 1)(1)
- Claim the Sky (2021): (Claim the Sky, page 1)(CTS, 1)
- Cypher Shorts (2019): (Cypher Shorts, page 1)(SHORTS, 1)
- Godforsaken (2020): (Godforsaken, page 1)(GF, 1)
- It's Only Magic (2024): (It's Only Magic, page 1)(IOM, 1)
- Rust and Redemption (2024): (Rust and Redemption, page 1)(RR, 1)
- The Stars are Fire (2019): (The Stars are Fire, page 1)(SF, 1)
- Stay Alive! (2020): (Stay Alive!, page 1)(SA, 1)
- We Are All Mad Here (2020): (We Are All Mad Here, page 1)(WAAMH, 1)
- Cypher System Reference Document (CSRD) (Errata)
A few references to the 2015 Cypher System Rulebook and the 2024 deluxe edition of the Cypher System Rulebook are also made. CSRD material is incorporated in a way that keeps the the Cypher System's "box of toys"—as Monte Cook calls it—well organized. For example, content sourced from Claim the Sky appears primarily in Chapter 18: Superheroes.
While this document provides everything you need short of a few dice, the CSRD doesn't include everything in the informing material—far from it. In addition to spectacular artwork and the seductive odor of book glue, each product includes additional useful rules, helpful guidance, setting information, and adventure material that makes them well worth a purchase.
Alerts
Alerts provide definitions, rules subsets, examples, or other useful information.
Sidebars
Quick References
The index provide a navigable overview of the OG-CSRD, including lists of Quick References that index large sections of content.
Editorial Additions
Editorial additions include a list of Frequently Asked Questions about the game rules, Optional Rules submitted by GMs with years of experience running the Cypher System, a list of Editorial Additions of original and edited sections of the CSRD, and What's In the Book?—a guide to products you can purchase to further supplement your adventures in the Cypher System. Content original to this edition of the CSRD are denoted as follows:
- OG-CSRD Editorial Additions (OG-CSRD Editorial Addition)(OG-CSRD)
- Old Gus' Daft Drafts (OG-DD) (Old Gus' Daft Drafts)(OG-DD)
Editor's Notes — These unofficial annotations provide misprint corrections, clarifications, considerations, and cross-references to other sections of the document. Don't mistake anything in the editor's notes for "the rules", though—play it your way!
Cypher System Tools
Additional tools are available, including a Character Sentence Generator and a number of useful PDFs.
Acknowledgements
Marko Wenzel, Qedhup, Saki, JRBrabson, Caumen, Ganza Gaming, davebytemfg, JeremyT, synth, Shourn, Zantigoo, AfroSpartan, edralzar, keybounce, everyone over at the Cypher Unlimited Discord Server, and Monte Cook Games for this amazing resource. Thanks for reading, and may this record bring you and yours many happy adventures!
—Old Gus
Chapter 2 Cypher System Open License
The Cypher System is a setting-agnostic tabletop roleplaying game designed by Monte Cook Games.
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Chapter 3 How to Play the Cypher System
Quick Reference: How to Play the Cypher System
- Glossary (9)
- When Do You Roll? (8)
- Combat (8)
- Special Rolls (9)
- Range and Speed (10)
- Experience Points (11)
- Cyphers (12)
- Other Dice (12)
Related Sections
- An Example of Play (OG-CSRD)
- Frequently Asked Questions (OG-CSRD)
- Key Concepts (207)
- Rules of the Game (206)
(Cypher System Rulebook, page 7)
This chapter provides a brief explanation of how to play the game, and it's useful for learning the game. Once you understand the basic concepts, you'll likely want to reference Chapter 11: Rules of the Game for a more in-depth treatment.
The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.
The game master (GM) sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.
Each difficulty has a target number associated with it. The target number is always three times the task's difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.
Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it's eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.
A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character's level of skill is either trained (reasonably skilled) or specialized (very skilled).
If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task's difficulty by more than two steps.
Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task's difficulty by more than two steps.
You can also decrease the difficulty of a given task by applying Effort.
To sum up, three things can decrease a task's difficulty: skills, assets, and Effort.
If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
Glossary
(Cypher System Rulebook, page 8)
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.
- Game master (GM)
- The player who doesn't run a character, but instead guides the flow of the story and runs all the NPCs.
- Nonplayer character (NPC)
- Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.
- Party
- A group of player characters (and perhaps some NPC allies).
- Player character (PC)
- A character run by a player rather than the GM. Think of the PCs as the main characters in the story.
- Player
- The players who run characters in the game.
- Session
- A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.
- Adventure
- A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.
- Campaign
- A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.
- Character
- Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
Editor's Notes — For more important game vocabulary, see Key Concepts. For an example of these concepts in practice, see An Example of Play.
When Do You Roll?
(Cypher System Ruleybook, page 8)
Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.
When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe's mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.
However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don't require rolls.
Using skills, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it's routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.
If there's no roll, there's no chance for failure. However, there's also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls.
Task Difficulty
(Cypher System Rulebook, page 8)(OG-CSRD Editorial Addition)
Task Difficulty | Target Number | Task Success Rate | Description | Guidance |
---|---|---|---|---|
0 | (0) | 100% | Routine | Anyone can do this basically every time. |
1 | (3) | 90% | Simple | Most people can do this most of the time. |
2 | (6) | 75% | Standard | Typical task requiring focus, but most people can usually do this. |
3 | (9) | 60% | Demanding | Requires full attention; most people have a 50/50 chance to succeed. |
4 | (12) | 45% | Difficult | Trained people have a 50/50 chance to succeed. |
5 | (15) | 30% | Challenging | Even trained people often fail. |
6 | (18) | 15% | Intimidating | Normal people almost never succeed. |
7 | (21) | — | Formidable | Impossible without skills or great effort. |
8 | (24) | −15% | Heroic | A task worthy of tales told for years afterward. |
9 | (27) | −30% | Immortal | A task worthy of legends that last lifetimes. |
10 | (30) | −45% | Impossible | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
Combat
(Cypher System Rulebook, page 8)
Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.
The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature's level. For example, if you attack a level 2 bandit, it's a level 2 task, so your target number is 6.
It's worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.
Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
The damage dealt by an attack is not determined by a roll—it's a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.
Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you're attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you're wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.
When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" with a lowercase "a," it refers to any physical you might wear.
Typical physical weapons come in three categories: light, medium and heavy.
Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.
Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon.
Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.
Editor's Notes — For more on combat, see Encounters, Rounds, and Initiative, Attack Modifiers and Special Situations, Effort and Damage, and Vehicular Combat.
Special Rolls
(Cypher System Rulebook, page 9)
When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In other words, you not only succeed but also go a bit further.
When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.
In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.
Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
Range and Speed
(Cypher System Rulebook, page 10)
Distance is simplified into four categories: immediate, short, long, and very long.
Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).
Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.
Long distance is anything greater than short distance but less than 100 feet (30 m) or so.
Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.
The idea is that it's not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.
All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept's Onslaught ability also has short range.
A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.
A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.
For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they're all within immediate range. Exact positions aren't important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn't matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.
Editor's Notes — The words "immediate" and "close" can be used interchangeably to talk about distance.
Experience Points
(Cypher System Rulebook, page 11)
Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).
Alternatively, the player can refuse the GM intrusion. If they do so, they don't get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can't refuse the intrusion.
The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don't earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.
Experience points are used primarily for character advancement (for details, see Chapter 4: Creating Your Character), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.
Cyphers
(Cypher System Rulebook, page 12)
Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.
Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.
Other Dice
(Cypher System Rulebook, page 12)
In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens" place and the last digit of the second roll as the "ones" place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.
Part 1 Characters
Chapter 4 Creating Your Character
Quick Reference: Creating Your Character
- Stats (14)
- Pool, Edge, and Effort (15)
- Character Tiers (17)
- Descriptor, Type, and Focus (18)
- Special Abilities (18)
- Skills (19)
- Character Sentence Generator (OG-CSRD)
- Character Creation Checklist (OG-CSRD)
Optional Rules
- Skills from Backgrounds (OG-CSRD)
- Using Effort After Rolling the Die (OG-CSRD)
- Using Other Pools to Pay Cost Remainders (OG-CSRD)
PDFs
- Character Sheets (OG-CSRD)
- Cheat Sheets (OG-CSRD)
- Cypher Decks (OG-CSRD)
- Player's Guide (OG-CSRD)
- Sidekick Sheet (OG-CSRD)
Related Sections
- Character Advancement (240)
- Online Character Sheets (OG-CSRD)
(Cypher System Rulebook, page 14)
This chapter explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character's capabilities.
Character Stats
(Cypher System Rulebook, page 14)
Every player character has three defining characteristics, which are typically called "statistics" or "stats." These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.
Might
(Cypher System Rulebook, page 14)
Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.
Might governs actions from forcing doors open to walking for days without food to resisting disease. It's also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.
Speed
(Cypher System Rulebook, page 14)
Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.
Intellect
(Cypher System Rulebook, page 14)
This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.
Defense Tasks
(Cypher System Rulebook, page 23)
Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.
Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
Pool, Edge, and Effort
(Cypher System Rulebook, page 15)
Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.
Pool
(Cypher System Rulebook, page 15)
Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that's the average range.
When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task's difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.
Editor's Notes — One way to think about your stat Pools is a well of stamina, potential, and efficacy. The remaining points in your Pools are what you have left to give by using special abilities with costs, or applying Effort. You can increase your stat Pools through character advancement and special abilities like Enhanced Might, Enhanced Speed, and Enhanced Intellect.
Edge
(Cypher System Rulebook, page 15)
Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.
For example, let's say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.
Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You'll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn't affect your Speed Pool or Intellect Pool. Once a stat's Edge reaches 3, you can apply one level of Effort for free.
A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they'll have more points available to spend on applying Effort.
Editor's Notes — One way to think about Edge is "effortlessness" or "efficiency"—Edge represents what a PC can accomplish with a stat without having to try very hard or spend points from a stat Pool. You can increase your Edge through character advancement and special abilities like Enhanced Might Edge, Enhanced Speed Edge, and Enhanced Intellect Edge. For more on Edge, see Effort Costs and Edge Reductions.
Effort
(Cypher System Rulebook, page 15)
When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.
You don't have to apply Effort if you don't want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can't roll first and then decide to apply Effort if you rolled poorly.
Applying more Effort can lower a task's difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.
Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task's difficulty.
When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let's say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.
What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.
Once a stat's Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)
Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.
Editor's Notes — You can increase your Effort score through character advancement. For more on Effort, see Effort Costs and Edge Reductions and Effort in Chapter 11: Rules of the Game.
Effort and Damage
(Cypher System Rulebook, page 16)
Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.
When using Effort to increase the damage of an area attack, such as the explosion created by an Adept's Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
Multiple Uses of Effort and Edge
(Cypher System Rulebook, page 16)
If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
The total amount of Effort you apply can't be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.
You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.
Stat Examples
(Cypher System Rulebook, page 16)
A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.
Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task's original target number (9).
Effort Costs and Edge Reductions
(OG-CSRD Editorial Addition)
This section is based on social media posts made by Cypher System designers Bruce R. Cordell and Sean K. Reynolds, and input from others.
While the description of Edge says "once a stat's Edge reaches 3, you can apply one level of Effort for free", that's not strictly true—your Edge of 3 is subtracted from the cost of spending the 3 points to use that level of Effort, negating the cost of using it. Furthermore, the final paragraph of Multiple Uses of Effort and Edge might lead one to believe that cost reductions for using abilities and using Effort are separate, potentially causing a remainder of Edge to go to waste, but this isn't the case. Instead, when resolving an action:
Total all Pool point costs for the task stat—including Effort used, special abilities activated, Speed Effort cost for wearing armor, or an initial cost determined by the GM. Most of the time, all costs are paid from the same Pool as the task stat, and resolved with a single task roll.
Subtract each stat's Edge from its total Pool point cost. Pay any remaining costs.
For example, if you attack with your Onslaught ability (1 Intellect point), and use one level of Effort to ease the attack (3 Intellect points), and a second level of Effort to increase the damage (2 Intellect points), the total cost for the action is 6 Intellect points. An Intellect Edge of 3 would then reduce the cost of the action to 3 Intellect points.
Pool Costs for Effort and Edge
(OG-CSRD Editorial Addition)
The following table displays levels of Effort, their effective change in task difficulty, and the number of Pool points spent, adjusted for Edge. Most of the time, you can consult the table, then add any costs from special abilities or initial cost incurred by the task for a total.
Levels of Effort Used | Target Number Modification | Task Success Rate | 1 Weakness | 0 Edge | 1 Edge | 2 Edge | 3 Edge | 4 Edge | 5 Edge | 6 Edge |
---|---|---|---|---|---|---|---|---|---|---|
0 | — | — | 0–1† | — | — | — | — | — | — | — |
1 | (−3) | +15% | 4 | 3 | 2 | 1 | — | — | — | — |
2 | (−6) | +30% | 6 | 5 | 4 | 3 | 2 | 1 | — | — |
3 | (−9) | +45% | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
4 | (−12) | +60% | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
5 | (−15) | +75% | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
6 | (−18) | +90% | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
- † — Weakness is like negative Edge. If PC pays Pool points for performing the task from a stat with which they have a weakness, the cost is increased still by 1, even if no Effort was used.
Actions with Multiple Tasks
(OG-CSRD Editorial Addition)
In the game rules, "action", "task", and "roll" are used almost interchangeably, but there is a kind of hierarchy to them:
- When the PC takes action on their own turn, the GM might call for one or more tasks, each with its own difficulty.
- If the PC modifies the difficulty down to 0, they succeed automatically, and don't need to make a roll.
- If the player doesn't roll the die, they cannot trigger special rolls—including GM intrusion.
Most of the time, PCs can spend Effort on each task they perform (and thus each roll they make). Let's examine a few examples:
Defending: Because the player always rolls, PCs often have to frantically perform actions and tasks—even when it isn't their turn. For example, let's say you are fighting a giant squid. You might end up spending Effort on several Speed defense tasks. Each of these is an action—one the PC didn't choose—but they can choose how much Effort to use on each one.
Complex Actions: A PC has lot more agency when it comes to the action they take on their turn. Most of the time, a PC's action is resolved in just one task, but there are exceptions. For example, let's say you use your action to move a short distance and make an attack. If you fail the assigned difficulty 4 Speed task, you don't get to make the attack at all. Using Effort might make the difference, so forcing you to decide how much Effort to withhold for a second task—one that might not even occur—only complicates your decision-making and slows down the game. By providing an opportunity to use as much Effort as you want on the prerequisite task, the game naturally creates an initial cost for pushing the limit of what can be accomplished with just one action.
Special Abilities: A few special abilities allow PCs to perform multiple tasks "as part of the same action", for example, Dual Light Wield and Fleet of Foot. Others create new uses for Effort, for example, Hemorrhage and Reveal. When this is the case, the ability will any explain special uses or restrictions on diving your Effort among multiple tasks.
Effort and Edge: Remember that while Effort use is limited by each task, Edge reduces stat Pool point costs only once for an action—even if that action prompted multiple tasks and cost expenditures.
Optional Rule: Using Other Pools to Pay Cost Remainders
(OG-CSRD Editorial Addition)
If you lack the available Pool points to pay the cost of performing a task, you can pay the remainder of the cost from your other Pools, in the same order they are depleted by taking damage: Might, then Speed, and finally, Intellect. When you do, you don't change your position on the damage track as a result of the expenditure until after the task is resolved.
Using this house rule, a wizard who is out of "mana" (Intellect points) might resort to blood sacrifice, casting spells by spending points from their Might Pool instead. A battered warrior whose Might and Speed pools are nearly depleted might yet be able to mount a defense—or final heroic act—by mustering their willpower (Intellect points). In either case, this is a risky strategy—placing PCs at risk of quickly moving even further down the damage track. However, abilities like Mind for Might and Think Your Way Out might feel a little less special when using this rule.
Optional Rule: Using Effort After Rolling the Die
(OG-CSRD Editorial Addition)
When you roll the die, you can choose to use Effort after result of the roll is determined. Using Effort in this way might turn a failure into a success, inflict additional damage, or do something else specified by a special ability.
Special Rolls: The GM decides if Pool point costs for using Effort in this way are regained after a special roll of 20.
Using this house rule, players never need to feel like Effort used was "wasted" because of a low roll. However, their newly acquired efficiency in Pool point expenditure might require the GM to find new ways of challenging the PCs.
Character Tiers
(Cypher System Rulebook, page 17)
Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat's Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It's safe to assume that they've already got some experience under their belt. This is not a "zero to hero" progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.
To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.
Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.
Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).
Extra Effort: Your Effort score increases by 1.
Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Chapter 11: Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character's special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.
Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:
- Reduce the cost for wearing armor. This option lowers the Speed cost for wearing armor by 1.
- Add 2 to your recovery rolls.
- Select a new type-based ability from your tier or a lower tier.
Editor's Notes — Under Character Tiers in Chapter 4: Creating Your Character, the Other Options character advancement can only replace the Skills advancement. Under under Character Advancement in Chapter 12: Experience Points, Other Options can take the place of any other advancement. Ultimately, the GM determines the specifics of spending XP.
Character Descriptor, Type, and Focus
(Cypher System Rulebook, page 18)
To create your character, you build a simple statement that describes them. The statement takes this form:
"I am an [adjective] [noun] who [verbs]."
In this sentence, the adjective is called your descriptor. Your descriptor defines your character—it colors everything you do. Unless your GM says otherwise, you can choose from any of the character descriptors.
The noun is your character type. Your character type is the core of your character. In some roleplaying games, it might be called your character class.
The verb is called your focus. Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. The foci you choose from will probably depend on the setting and genre of your game.
Cypher System Character Sentence Generator
(OG-CSRD Editorial Addition)
To create your character, you make a simple statement that describes them. The character sentence takes this form:
"I am an [adjective] [noun] who [verbs]."
"I am a [descriptor] [type] who [focus]."
"I am a [Descriptor] [Type] [Flavor] who [Focus]."
"I [Character Arc]."
Character Creation Checklist
(OG-CSRD Editorial Addition)
Available character options and the use of any optional rules are determined by the GM.
Choose a descriptor and focus first. These are the core parts of your character's identity.
Choose the type that best completes your character concept. If you feel there's something missing, talk to the GM about adding a flavor.
Choose a character arc. If the GM allows, you might be able to change your character options by completing certain character arcs.
Talk to the GM about equipment or cyphers you will start the game with, or any further customization or optional rules that affect character creation.
Gather together with the GM and PCs and start playing the Cypher System!
Online Character Sheets
(OG-CSRD Editorial Addition)
The official Cypher System Character Builder can create and share character sheets quickly, and exports characters to PDF or to the Cypher System by mrkwnzl for Foundry VTT, which has an optional Cypher SRD Compendium module, a Cypher System Community Content module that includes other useful tools for running the game (including Old Gus' Daft Drafts).
Alternatively, Roll20 provides a serviceable free Cypher System implementation, with a free version of the Cypher System Reference Rules Primer.
PDFs
(OG-CSRD Editorial Addition)
The follwing PDF files can help you organize your game, especially if you are playing in person.
Character Sheets
(OG-CSRD Editorial Addition)
Official PDF Cypher System Character Portfolios and Character Sheets are available for free from Monte Cook Games.
Old Gus' Unofficial Cypher System Character Sheet (OG-CSCS) is a high contrast, form-fillable PDF character sheet that allows for additional customization for your character or campaign.
Alternatively, Variarte's Cypher System Character Sheet is form-fillable, and features a simple layout with a quick-reference to help the GM teach others how to play.
Sidekick Character Sheet
(OG-CSRD Editorial Addition)
The sidekick character sheet is a high contrast, form-fillable PDF character sheet you can use to keep track of important followers, companions, and sidekicks.
Cheat Sheets
(OG-CSRD Editorial Addition)
Old Gus' Cypher System Quick-Reference provides a 2-page overvew of the game's most important rules for players.
Alternatively, try these options:
- mrkwnzl's Cypher System Cheat Sheet
- Roll for Joy's Cypher System Cheat Sheet
- Saki's Cypher System GM Screen
Player's Guide
(OG-CSRD Editorial Addition)
Old Gus' Unofficial Cypher System Player's Guide (OG-CSPG) presents a condensed version of the game rules and character options just for players. You can read it online or use the PDF to print excerpts for player portfolios for descriptors, types, foci, and more.
Cypher Decks
(OG-CSRD Editorial Addition)
Monte Cook Games sells a number of useful physical card decks across their product lines.
Alternatively, Old Gus' Cypher Decks (OG-CD) includes printable roll tables with card-sized handouts for each cypher, reference cards for the rules of cypher use, and templates for you to create your own cyphers ahead of—or during—the game.
Special Abilities
(Cypher System Rulebook, page 18)
Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let's say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).
Ability Costs and Effort: Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as "2+ Intellect points." That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.
Action Abilities: Many special abilities grant a character the option to perform an action that they couldn't normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability's description says "Action" to remind you. It also might provide more information about when or how you perform the action.
Enabler Abilities: Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn't an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability's description says "Enabler" to remind you.
Ability Durations: Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.
Editor's Notes — For more on special abilities, see Chapter 9: Abilities.
Skills
Quick Reference: Skills
- Skill Training (OG-CSRD)
- Languages (19)
Optional Rules
- Skills from Backgrounds (OG-CSRD)
Related Sections
- Ability Category: Attack Skill (96)
- Ability Category: Protection (102)
- Ability Category: Task (106)
- Character Advancement (240)
- Crafting (227)
- Rules of the Game: Skills (209)
- Skill Categories (OG-CSRD)
- Skills and Other Abilities (421)
(Cypher System Rulebook, page 19)
The Cypher System has no definitive list of skills. However, the following list offers ideas:
- Astronomy
- Balancing
- Biology
- Botany
- Carrying
- Climbing
- Computers
- Deceiving
- Disguise
- Escaping
- Geography
- Geology
- Healing
- History
- Identifying
- Initiative
- Intimidation
- Jumping
- Leatherworking
- Lockpicking
- Machinery
- Metalworking
- Perception
- Persuasion
- Philosophy
- Physics
- Pickpocketing
- Piloting
- Repairing
- Riding
- Smashing
- Sneaking
- Stealth
- Swimming
- Vehicle driving
- Woodworking
Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.
You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you're not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that's not on this list, it's probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.
Remember that if you gain a skill that you're already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you're trained or specialized might take some thinking. For example, if you're trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).
Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.
If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it's time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can't select "all mind powers" or "all spells" as one skill and become trained or specialized in such a broad category.
Skill Training
(OG-CSRD Editorial Addition)
As defined in the Key Concepts, having an inability is the opposite of being trained—you're hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced. You can gain new skills or improve your existing skills through character advancement.
Skill Level | Task Difficulty | Target Number Modification | Task Success Rate |
---|---|---|---|
Inability | hindered by one step | (+3) | −15% |
Practiced | — | — | — |
Trained | eased by one step | (−3) | +15% |
Specialized | eased by two steps | (−6) | +30% |
Languages
(Cypher System Rulebook, page 19)
In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that's the same as being trained in biology or swimming.
Optional Rule: Skills from Backgrounds
(OG-CSRD Editorial Addition)
This section is based on Skills from Backgrounds (235) in the Cypher System Rulebook.
The GM can allow players to choose one or two additional narrow skills appropriate to their PC's background. For example, if an Adept's family owns a large vineyard as a result of rolling on the Adept Background Connection table, they might be skilled in wine-making or being a sommelier. Background skills aren't immediately applicable to the game's primary adventures, but should instead address other aspects of the PC, world, or setting. Skills with attacks, defense, or wearing armor are not appropriate background skills.
The GM can also use the Further Customization or XP Advance optional rules to allow PCs to start the game trained in even more skills.
Chapter 5 Type
Quick Reference: Type
- Warrior (20)
- Adept (24)
- Explorer (27)
- Speaker (30)
- Further Customization (33)
Related Sections
- Flavor (34)
- Additional Types (OG-CSRD)
(Cypher System Rulebook, page 20)
Character type is the core of your character. Your type helps determine your character's place in the world and relationship with other people in the setting. It's the noun of the sentence "I am an adjective noun who verbs."
You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You'll find that names like "Warrior" or "Explorer" don't always feel right, particularly in games set in modern times. As always, you're free to do as you wish.
Since the type is the basis upon which your whole character is built, it's important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.
To further massage the four types for better use in various settings, different methods called flavors are presented in Chapter 6: Flavor to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).
Finally, more fundamental options for further customization are provided at the end of this chapter.
Player Intrusion
(Cypher System Rulebook, page 21)
A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't use a player intrusion.
A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
Warrior
(Cypher System Rulebook, page 20)
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete
Science fiction: security officer, warrior, trooper, soldier, merc
Superhero/Post-Apocalyptic: hero, brick, bruiser
You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
Individual Role: Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.
Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.
Societal Role: Warriors aren't always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.
Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.
Warrior Player Intrusions
(Cypher System Rulebook, page 21)
You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Perfect Setup: You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.
Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.
Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.
Warrior Stat Pools
(Cypher System Rulebook, page 21)
Stat | Pool Starting Value |
---|---|
Might | 10 |
Speed | 10 |
Intellect | 8 |
You get 6 additional points to divide among your stat Pools however you wish.
Warrior Background Connection
(Cypher System Rulebook, page 22)
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You were in the military and have friends who still serve. Your former commander remembers you well. |
2 | You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace. |
3 | You were the bouncer in a local bar for a while, and the patrons there remember you. |
4 | You trained with a highly respected mentor. They regard you well, but they have many enemies. |
5 | You trained in an isolated monastery. The monks think of you as a brother, but you're a stranger to all others. |
6 | You have no formal training. Your abilities come to you naturally (or unnaturally). |
7 | You spent time on the streets and were in prison for a while. |
8 | You were conscripted into military service, but you deserted before long. |
9 | You served as a bodyguard to a powerful criminal who now owes you their life. |
10 | You worked as a police officer or constable of some kind. Everyone knows you, but their opinions of you vary. |
11 | Your older sibling is an infamous character who has been disgraced. |
12 | You served as a guard for someone who traveled extensively. You know a smattering of people in many locations. |
13 | Your best friend is a teacher or scholar. They are a great source of knowledge. |
14 | You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to chat and smoke. |
15 | Your uncle runs a theater in town. You know all the actors and watch all the shows for free. |
16 | Your craftsman friend sometimes calls on you for help. However, they pay you well. |
17 | Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages. |
18 | Someone you fought alongside in the military is now the mayor of a nearby town. |
19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
First-Tier Warrior
(Cypher System Rulebook, page 21)
First-tier warriors have the following abilities:
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler.
Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Bash (112)
- Combat Prowess (120)
- Control the Field (121)
- Improved Edge (151)
- No Need for Weapons (166)
- Overwatch (168)
- Physical Skills (170)
- Practiced in Armor (171)
- Quick Throw (174)
- Swipe (188)
- Trained Without Armor (193)
Second-Tier Warrior
(Cypher System Rulebook, page 22)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Crushing Blow (123)
- Hemorrhage (149)
- Reload (176)
- Skill With Attacks (183)
- Skill With Defense (183)
- Successive Attack (187)
Third-Tier Warrior
(Cypher System Rulebook, page 22)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Deadly Aim (125)
- Energy Resistance (134)
- Experienced in Armor (136)
- Expert Cypher Use (137)
- Fury (144)
- Lunge (159)
- Reaction (174)
- Seize the Moment (181)
- Slice (183)
- Spray (185)
- Trick Shot (194)
- Vigilance (196)
Fourth-Tier Warrior
(Cypher System Rulebook, page 22)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Amazing Effort (109)
- Capable Warrior (118)
- Experienced Defender (136)
- Feint (139)
- Increased Effects (153)
- Momentum (164)
- Pry Open (172)
- Snipe (183)
- Tough As Nails (192)
Fifth-Tier Warrior
(Cypher System Rulebook, page 23)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use (108)
- Arc Spray (110)
- Improved Success (152)
- Jump Attack (156)
- Mastery in Armor (161)
- Mastery With Attacks (161)
- Mastery With Defense (161)
- Parry (168)
Sixth-Tier Warrior
(Cypher System Rulebook, page 23)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Again and Again (109)
- Finishing Blow (140)
- Magnificent Moment (159)
- Murderer (165)
- Spin Attack (185)
- Weapon and Body (196)
Warrior Example
(Cypher System Rulebook, page 23)
Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.
He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it's not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.
Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.
The Warrior can bear two cyphers. The GM decides that Ray's first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.
Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he'll use in a pinch. He keeps it in the trunk of his car.
For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the "shield" counts as an asset). The GM agrees. During the game, Ray's Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.
Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray's character is a deadly combatant, likely starting the game with a reputation as a knife fighter.
For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.
Adept
(Cypher System Rulebook, page 24)
-
Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched
-
Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist
-
Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination
-
Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath
You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting.
-
Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.
-
Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.
-
Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.
-
Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.
Adept Player Intrusions
(Cypher System Rulebook, page 24)
When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
-
Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.
-
Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing.
-
Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
Adept Stat Pools
(Cypher System Rulebook, page 24)
Stat | Pool Starting Value |
---|---|
Might | 7 |
Speed | 9 |
Intellect | 12 |
You get 6 additional points to divide among your stat Pools however you wish.
Adept Background Connection
(Cypher System Rulebook, page 25)
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You served as an apprentice for an Adept respected and feared by many people. Now you bear their mark. |
2 | You studied in a school infamous for its dark, brooding instructors and graduates. |
3 | You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. |
4 | While traveling alone, you saved the life of a powerful person. They remain indebted to you. |
5 | Your mother was a powerful Adept while she lived, helpful to many locals. They look upon you kindly, but they also expect much from you. |
6 | You owe money to a number of people and don't have the funds to pay your debts. |
7 | You failed disgracefully at your initial studies with your teacher and now proceed on your own. |
8 | You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are paying close attention. |
9 | You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. |
10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don't understand you, but they respect you. |
11 | While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the clientele. |
12 | Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. |
13 | You trained for a time with a group of influential Adepts, and they still look upon you with fondness. |
14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn't remember you, but you made friends with their young daughter. |
15 | An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy individual. |
16 | You hail from a distant place where you were well known and regarded, but people here treat you with suspicion. |
17 | People you meet seem put off by the strange birthmark on your face. |
18 | Your best friend is also an Adept. You and your friend share discoveries and secrets readily. |
19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
20 | You belong to a secretive social club that gathers monthly to drink and talk. |
First-Tier Adept
(Cypher System Rulebook, page 25)
First-tier Adepts have the following abilities:
Effort: Your Effort is 1.
Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Expert Cypher Use: You can bear three cyphers at a time.
Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.
Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Distortion (130)
- Erase Memories (136)
- Far Step (138)
- Hedge Magic (149)
- Magic Training (159)
- Onslaught (167)
- Push (173)
- Resonance Field (176)
- Scan (179)
- Shatter (182)
- Ward (196)
Second-Tier Adept
(Cypher System Rulebook, page 26)
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adaptation (108)
- Cutting Light (123)
- Hover (149)
- Mind Reading (162)
- Retrieve Memories (177)
- Reveal (178)
- Stasis (186)
Third-Tier Adept
(Cypher System Rulebook, page 26)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use (108)
- Countermeasures (122)
- Energy Protection (134)
- Fire and Ice (140)
- Force Field Barrier (143)
- Sensor (181)
- Targeting Eye (189)
Fourth-Tier Adept
(Cypher System Rulebook, page 26)
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Death Touch (125)
- Exile (136)
- Invisibility (155)
- Matter Cloud (161)
- Mind Control (162)
- Projection (172)
- Rapid Processing (174)
- Regeneration (175)
- Reshape (176)
- Wormhole (200)
Fifth-Tier Adept
(Cypher System Rulebook, page 26)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Absorb Energy (108)
- Concussion (121)
- Conjuration (121)
- Create (122)
- Dust to Dust (133)
- Knowing the Unknown (156)
- Master Cypher Use (160)
- Teleportation (190)
- True Senses (194)
Sixth-Tier Adept
(Cypher System Rulebook, page 26)
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Control Weather (122)
- Earthquake (133)
- Move Mountains (164)
- Traverse the Worlds (194)
- Usurp Cypher (195)
Adept Example
(Cypher System Rulebook, page 26)
Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.
She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen's sorcerer is skilled with light weapons, so she chooses a dagger.
For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.
For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she's good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.
Her spells and focus abilities cost Intellect points to activate, so she's glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.
For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.
Explorer
(Cypher System Rulebook, page 27)
Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker
Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter
Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist
Superhero/Post-Apocalyptic: adventurer, crimefighter
You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable.
Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.
Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they're also likely to stop and investigate anything intriguing they stumble upon.
Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.
Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
Explorer Player Intrusions
(Cypher System Rulebook, page 27)
When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.
Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.
Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.
Explorer Stat Pools
(Cypher System Rulebook, page 28)
Stat | Pool Starting Value |
---|---|
Might | 10 |
Speed | 9 |
Intellect | 9 |
You get 6 additional points to divide among your stat Pools however you wish.
Explorer Background Connection
(Cypher System Rulebook, page 28)
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You were a star high school athlete. You're still in great shape, but those were the glory days, man. |
2 | Your brother is the lead singer in a really popular band. |
3 | You have made a number of discoveries in your explorations, but not all opportunities to capitalize on them have panned out yet. |
4 | You were a cop, but you gave it up after encountering corruption on the force. |
5 | Your parents were missionaries, so you spent much of your young life traveling to exotic places. |
6 | You served in the military with honor. |
7 | You received assistance from a secretive organization, which paid for your schooling. Now they seem to want a lot more from you. |
8 | You went to a prestigious university on an athletic scholarship, but you excelled in class as well as on the field. |
9 | Your best friend from your youth is now an influential member of the government. |
10 | You used to be a teacher. Your students remember you fondly. |
11 | You worked as a small-time criminal operative until you were caught and served some time in jail, after which you tried to go straight. |
12 | Your greatest discovery to date was stolen by your arch-rival. |
13 | You belong to an exclusive organization of Explorers whose existence is not widely known. |
14 | You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. |
15 | When you were young, you were addicted to narcotics, and now you are a recovering addict. |
16 | While exploring a remote location, you saw something strange you've never been able to explain. |
17 | You own a small bar or restaurant. |
18 | You published a book about some of your exploits and discoveries, and it has achieved some acclaim. |
19 | Your sister owns a store and gives you a hefty discount. |
20 | Your father is a high-ranking officer in the military with many connections. |
First-Tier Explorer
(Cypher System Rulebook, page 28)
First-tier Explorers have the following abilities:
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.
Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Block (115)
- Danger Sense (124)
- Decipher (126)
- Endurance (134)
- Find the Way (140)
- Fleet of Foot (141)
- Improved Edge (151)
- Knowledge Skills (157)
- Muscles of Iron (165)
- No Need for Weapons (166)
- Physical Skills (170)
- Practiced in Armor (171)
- Practiced With All Weapons (171)
- Surging Confidence (188)
- Trained Without Armor (193)
Second-Tier Explorer
(Cypher System Rulebook, page 29)
Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Curious (123)
- Danger Instinct (124)
- Enable Others (133)
- Escape (136)
- Eye for Detail (138)
- Foil Danger (142)
- Hand to Eye (148)
- Investigative Skills (155)
- Quick Recovery (173)
- Range Increase (174)
- Skill With Defense (183)
- Stand Watch (186)
- Travel Skills (193)
- Wreck (200)
Third-Tier Explorer
(Cypher System Rulebook, page 29)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Controlled Fall (122)
- Experienced in Armor (136)
- Expert Cypher Use (137)
- Ignore the Pain (150)
- Obstacle Running (167)
- Resilience (176)
- Run and Fight (179)
- Seize the Moment (181)
- Skill With Attacks (183)
- Stone Breaker (186)
- Think Your Way Out (191)
- Trapfinder (193)
- Wrest From Chance (200)
Fourth-Tier Explorer
(Cypher System Rulebook, page 29)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Capable Warrior (118)
- Expert Skill (137)
- Increased Effects (153)
- Read the Signs (174)
- Runner (179)
- Subtle Steps (187)
- Tough As Nails (192)
Fifth-Tier Explorer
(Cypher System Rulebook, page 29)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use (108)
- Free to Move (143)
- Group Friendship (147)
- Hard to Kill (148)
- Jump Attack (156)
- Mastery With Defense (161)
- Parry (168)
- Physically Gifted (170)
- Take Command (188)
- Vigilant (196)
Sixth-Tier Explorer
(Cypher System Rulebook, page 29)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Again and Again (109)
- Inspire Coordinated Actions (154)
- Mastery in Armor (161)
- Mastery With Attacks (161)
- Negate Danger (165)
- Share Defense (181)
- Spin Attack (185)
- Wild Vitality (198)
Explorer Example
(Cypher System Rulebook, page 29)
Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.
Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.
Sam's Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.
Sam's Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they're carrying a medium blaster as well.
Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They're trained in Might defense but have an inability with initiative; however, it's effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.
For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They're quite the capable Explorer.
For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.
Speaker
(Cypher System Rulebook, page 30)
Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate
Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer
Science fiction: diplomat, empath, glam, consul, legate
Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master
You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.
Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.
Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker's strong suits, so other characters sometimes have to defend the Speaker in times of danger.
Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.
Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.
Speaker Player Intrusions
(Cypher System Rulebook, page 31)
When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Friendly NPC: An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to.
Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you're facing.
Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp.
Speaker Stat Pools
(Cypher System Rulebook, page 31)
Stat | Pool Starting Value |
---|---|
Might | 8 |
Speed | 9 |
Intellect | 11 |
You get 6 additional points to divide among your stat Pools however you wish.
Speaker Background Connection
(Cypher System Rulebook, page 31)
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | One of your parents was a famous entertainer in their early years and hoped you would excel in the same medium. |
2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it's something you've never gotten over. |
3 | You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil. |
4 | You lost one of your parents to alcoholism. They may still be alive, but you'd be hard pressed to find forgiveness. |
5 | You have no memory of anything that happened to you before the age of 18. |
6 | Your grandparents raised you on a farm far from bustling urban centers. You like to think the instruction they gave you prepared you for anything. |
7 | As an orphan, you had a difficult childhood, and your entry into adulthood was challenging. |
8 | You grew up in extreme poverty, among criminals. You still have some connections with the old neighborhood. |
9 | You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. |
10 | You have an annoying rival who always seems to get in your way or foil your plans. |
11 | You've worked yourself into the position of spokesperson for an organization or company of some importance. |
12 | Your neighbors were murdered, and the mystery remains unsolved. |
13 | You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs. |
14 | Your childhood sweetheart ended up with your best friend (now your ex-best friend). |
15 | You are part of a maligned minority, but you work to bring the injustice of your status to public attention. |
16 | You're part owner of a local bar, where you're something of a whiz in creating specialty cocktails. |
17 | You once ran a con that cheated important people out of money, and they want revenge. |
18 | You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited). |
19 | You are in a close romantic relationship with someone in local politics. |
20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
First-Tier Speaker
(Cypher System Rulebook, page 31)
First-tier speakers have the following abilities:
Effort: Your Effort is 1.
Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Weapons: You can use light weapons without penalty. You have an inability with medium and heavy weapons; your attacks with medium and heavy weapons are hindered.
Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Anecdote (109)
- Babel (112)
- Demeanor of Command (127)
- Encouragement (134)
- Enthrall (136)
- Erase Memories (136)
- Fast Talk (138)
- Inspire Aggression (154)
- Interaction Skills (155)
- Practiced With Medium Weapons (171)
- Spin Identity (185)
- Terrifying Presence (190)
- Understanding (194)
Second-Tier Speaker
(Cypher System Rulebook, page 32)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Basic Follower (112)
- Calm Stranger (118)
- Disincentivize (129)
- Gather Intelligence (144)
- Impart Ideal (151)
- Inspiring Ease (154)
- Interaction Skills (155)
- Practiced in Armor (171)
- Skill With Defense (183)
- Speedy Recovery (185)
- Unexpected Betrayal (195)
Third-Tier Speaker
(Cypher System Rulebook, page 32)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Accelerate (108)
- Blend In (113)
- Discerning Mind (129)
- Expert Cypher Use (137)
- Expert Follower (137)
- Grand Deception (146)
- Lead by Inquiry (157)
- Mind Reading (162)
- Oratory (167)
- Perfect Stranger (169)
- Quick Wits (174)
- Telling (190)
Fourth-Tier Speaker
(Cypher System Rulebook, page 32)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Anticipate Attack (110)
- Confounding Banter (121)
- Feint (139)
- Heightened Skills (149)
- Psychosis (172)
- Read the Signs (174)
- Spur Effort (186)
- Strategize (187)
- Suggestion (188)
Fifth-Tier Speaker
(Cypher System Rulebook, page 32)
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use (108)
- Discipline of Watchfulness (129)
- Experienced in Armor (136)
- Flee (141)
- Foul Aura (143)
- Knowing the Unknown (156)
- Regeneration (175)
- Skill With Attacks (183)
- Stimulate (186)
Sixth-Tier Speaker
(Cypher System Rulebook, page 32)
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Assume Control (111)
- Battle Management (112)
- Crowd Control (123)
- Inspiring Success (154)
- Recruit Deputy (175)
- Shatter Mind (182)
- True Senses (194)
- Word of Command (199)
Speaker Example
(Cypher System Rulebook, page 32)
Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She's smart and charismatic but not particularly tough.
Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She's a bit of a con artist. She's good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).
A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary's cypher is an odd pocket watch given to her by her grandfather. She doesn't know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.
Mary's character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.
Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she's heard about without feeling too much trauma if it's horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She's trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she's better at getting people to tell her what she needs to know than at figuring out the information herself.
For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she's graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She's ready to investigate the weird.
For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been in her family for generations, and her character is drawn to its strange languages and rituals.
Further Customization
(Cypher System Rulebook, page 33)
The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
Editor's Notes — For more on customizing PCs, see Optional Rules.
Modifying Type Aspects
(Cypher System Rulebook, page 33)
The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.
Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.
Edge: A player can start with an Edge of 1 in whichever stat they wish.
Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.
Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's choice.
Drawbacks and Penalties
(Cypher System Rulebook, page 33)
In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.
Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.
Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can't have more than one weakness, and you can't have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).
Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).
Editor's Notes — For more drawbacks for PCs, see harmful mutations and XP advance.
Additional Types
(OG-CSRD Editorial Addition)
These types include page reference numbers that correspond to the product. Linked items lead to rough equivalents in this document, but each product tailors content specifically for its genre and setting.
First Responders — Types
Floods. Pandemics. Earthquakes and other crises that put lives and communities at risk. These are monsters of a different sort—and they call for a different kind of hero.
- Responder (FR, 19)
See also: First Responders — Foci and First Responders — What's in the Book?
Gods of the Fall — Types
The Gods are eead—now it's your turn.
See also: Gods of the Fall — Descriptors, Gods of the Fall — Foci, and Gods of the Fall — What's in the Book?
The Magnus Archives — Types
Deep within the archives of the Magnus Institute, dark things are stirring…
- Elocutionist (TMA, 43)
- Investigator (TMA, 28)
- Occultist (TMA, 51)
- Protector (TMA, 36)
See also: The Magnus Archives — Descriptors, The Magnus Archives — Foci, and The Magnus Archives — What's in the Book?
Editor's Notes — Using some supernatural type abilities (TMA, 27) causes a PC to accumulate Stress. The Occultist (an analogue of the Adept can choose supernatural abilities at tier 1. Other types can choose supernatural abilities at tier 3.
Mystery Flesh Pit National Park — Types
Cosmic horror meets bureaucratic satire!
- Engineer (MFPNP, 24)
- Marketer (MFPNP, 28)
- Park Guide (MFPNP, 25)
- Park Ranger (MFPNP, 22)
- Person in Black (MFPNP, 30)
- Security Agent (MFPNP, 21)
See also: Mystery Flesh Pit National Park — Descriptors, Mystery Flesh Pit National Park — Flavors, and Mystery Flesh Pit National Park — Foci, and Mystery Flesh Pit National Park — What's in the Book?
Numenera Discovery — Types
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
See also: Numenera Discovery — Descriptors, Numenera Discovery — Foci, and Numenera Discovery — What's in the Book?
Mortal Fantasy — Types
Expanding on Gods of the Fall and traditional high fantasy settings, this supplement offers new options for GMs and players to teach these new gods a new level of respect for mortals!
- Barbarian (MF, 4)
- Bard (MF, 7)
- Cleric (MF, 10)
- Druid (MF, 13)
- Elf (Wizard/Fighter) (MF, 16)
- Paladin (MF, 19)
- Ranger (MF, 22)
- Rogue (MF, 25)
These page numbers refer to the revised edition of Mortal Fantasy, whose page numbers are aligned with the Cypher System Rulebook.
See also: Mortal Fantasy — Descriptors
Numenera Destiny — Types
Create centers of learning or trade. Innovate, build, and protect.
See also: Numenera Destiny — Descriptors, Numenera Destiny — Foci, and Numenera Destiny — What's in the Book?
Editor's Notes — Under First-Tier Wright (NDES, 22), a Wright becomes trained in a crafting skill of their choice, which include "salvaging numenera" and "understanding numenera"—among other choices. This training is immediately followed with a prescribed inability with both skills. If the Wright chooses training either of these skills, the training and inability cancel each other out (as described under the definition of inability (NDIS, 101)). Choosing these skills allows a Wright to effectively help (NDIS, 118)—but not overshadow—another type's signature skills.
Numenera Character Options 2 — Types
Build a character as wondrous as the Ninth World itself!
See also: Numenera Character Options 2 — Descriptors and Numenera Character Options 2 — Foci
Old Gods of Appalachia — Types
In the mountains of Central Appalachia, blood runs as deep as these hollers and just as dark. Since before our kind wandered into these hills, hearts of unknowable hunger and madness have slumbered beneath them.
See also: Old Gods of Appalachia — Descriptors, Old Gods of Appalachia — Foci, and Old Gods of Appalachia — What's in the Book?
Editor's Notes — There are a few suspected misprints in the Old Gods of Appalachia types:
Protector
First-Tier Protector (OGOA, 27). The Protector is the only type where listed starting equipment explicitly states the PC begins the game with two cyphers (chosen for you by the GM) and 2 dollars. If this is the case, the GM should provide all PCs a few cyphers and appropriate currency.
Fourth-Tier Protector (OGOA, 29). The Practiced with All Weapons (OGOA, 30) ability serves no purpose for the Protector type, and was probably meant to be a Fourth-Tier Sage (OGOA, 30) or Fourth-Tier Speaker (OGOA, 57) ability. If the GM agrees, these types can choose this ability instead.
Fifth-Tier Protector (OGOA, 30). If the GM agrees, the Arc Spray (110) ability makes a suitable replacement for Practiced with All Weapons (OGOA, 30). This option should only be used if rapid-fire weapons are available. Revolvers might qualify as early as 1840. Rapid-fire long guns would become available by 1870, but would not be widely available—especially for civilian use—until after 1920.
Sage
Second-Tier Sage (OGOA, 36). The Weapons (OGOA, 37) ability allows a Sage to become practiced with light weapons, indicating a set of missing inabilities with all weapons under First-Tier Sage (OGOA, 35), which should read as follows:
Weapons: You have an inability with light, medium, and heavy weapons; your attacks with these weapons are hindered.
Predation — Types
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
See also: Predation — Descriptors, Predation — Foci, and Predation — What's in the Book?
Shotguns & Sorcery — Types
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Freelance (SS, 23)
- Veteran (SS, 28)
- Wizard (SS, 32)
See also: Shotguns & Sorcery — Descriptors, Shotguns & Sorcery — Foci, and Shotguns & Sorcery — What's in the Book?
The Strange — Types
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
- Paradox (TS, 30)
- Spinner (TS, 38)
- Vector (TS, 25)
See also: The Strange — Descriptors, The Strange — Foci, and The Strange — What's in the Book?
Tidal Blades — Types
Welcome to Naviri, a peaceful paradise full of promise—and in dire need of heroes.
See also: Tidal Blades — Descriptors and Tidal Blades — Foci
Unmasked — Types
Superpowers and horror in a dark eighties.
- Changer (UM, 46)
- Mover (UM, 42)
- Smasher (UM, 33)
- Thinker (UM, 38)
See also: Unmasked — Descriptors, Unmasked — Foci, and Unmasked — What's in the Book?
VURT — Types
Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.
- Explorer (VURT, 44)
- Mathemagician (VURT, 48)
- Speaker (VURT, 55)
- Warrior (VURT, 59)
See also: VURT — Descriptors, VURT — Foci, and VURT — What's in the Book?
Chapter 6 Flavor
Quick Reference: Flavors
- Charms and Figments (IOM, 70)
- Combat (36)
- Cozy Magic (IOM, 71)
- Divination (IOM, 73)
- Magic (36)
- Modern Magic (IOM, 74)
- Protection (IOM, 76)
- Skills and Knowledge (37)
- Stealth (34)
- Technology (35)
Optional Rules
- Simplified Flavor (OG-CSRD)
- Personalized Flavor (OG-CSRD)
Related Sections
- Type (20)
- Additional Flavors (OG-CSRD)
(Cypher System Rulebook, page 34)
Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.
At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.
The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a "Glam," which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.
In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.
The full description for each listed ability can be found in Chapter 9: Abilities, which also contains descriptions for type and focus abilities in a single vast catalog.
Optional Rule: Simplified Flavor
(OG-CSRD Editorial Addition)
Using this rule, flavor abilities are added to a PC's list of type abilities—but no sacrifices from the list are made. Since this rule makes flavor purely additive, it's probably a good idea if every PC has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a character arc.
Optional Rule: Personalized Flavor
(OG-CSRD Editorial Addition)
This section is based on Using Character Types to Define the Setting (415) Using this rule, the GM allows personalized flavors for PCs. It can be a good idea to choose a new name for the PC's When using this option, it's a good the PC's type a new name that reflects their individual, group, or societal role in the setting, and choose any optional character advancements they might have available to them.
Gaining a Flavor: The GM might allow PCs to earn a flavor by completing a character arc like Join an Organization, Master a Skill, Mysterious Background, Transformation, or Uncover a Secret, or purchase a flavor by spending 4 XP as a long-term benefit or character advancement.
Adding Flavor Abilities: When a PC gains a flavor or advance to the next tier, that player and the GM should work together to create a list of special abilities appropriate for the PC's tier. If the PC gained their flavor at a after reaching second-tier, the GM should allow them to make a few additional exchanges of type abilities.
Approving Flavor Abilities: The GM approves each ability to determine it is of appropriate tier, it is appropriate to the game setting, and—most importantly—won't make another PC feel redundant, or be disruptive in the game.
Charms and Figments Flavor
(It's Only Magic, page 70)
Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard" disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a few spells in the other.
First-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Background Music (IOM, 65, 70)
- Fast Talk (138)
- Goad (145)
- Impart Ideal (151)
- Mental Link (161)
- Minor Illusion (162)
Second-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Calm Stranger (118)
- Cloud Personal Memories (119)
- Illusory Duplicate (150)
- Misdirect Blame (163)
Third-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Advanced Command (108)
- Illusory Disguise (150)
- Soothe the Savage (184)
Fourth-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Calm (118)
- Major Illusion (160)
- Mind Control (162)
- Psychic Burst (172)
- Psychic Suggestion (172)
Fifth-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Crowd Control (123)
- Mind Games (162)
- Projection (172)
Sixth-Tier Charms and Figments Abilities
(It's Only Magic, page 70)
- Flee (141)
- Terrifying Image (189)
Combat Flavor
(Cypher System Rulebook, page 36)
Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.
First-Tier Combat Abilities
(Cypher System Rulebook, page 36)
- Danger Sense (124)
- Practiced in Armor (171)
- Practiced With Medium Weapons (171)
Second-Tier Combat Abilities
(Cypher System Rulebook, page 36)
- Bloodlust (115)
- Combat Prowess (120)
- Trained Without Armor (193)
Third-Tier Combat Abilities
(Cypher System Rulebook, page 36)
- Practiced With All Weapons (171)
- Skill With Attacks (183)
- Skill With Defense (183)
- Successive Attack (187)
Fourth-Tier Combat Abilities
(Cypher System Rulebook, page 37)
- Capable Warrior (118)
- Deadly Aim (125)
- Fury (144)
- Misdirect (163)
- Spray (185)
Fifth-Tier Combat Abilities
(Cypher System Rulebook, page 37)
- Experienced Defender (136)
- Hard Target (148)
- Parry (168)
Sixth-Tier Combat Abilities
(Cypher System Rulebook, page 37)
- Greater Skill With Attacks (147)
- Mastery in Armor (161)
- Mastery With Defense (161)
Cozy Magic Flavor
(It's Only Magic, page 71)
Sometimes a sorcerer isn't interested in combat magic and secrets of the universe. Sometimes "cozy magic" is enough: bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
First-Tier Cozy Magic Abilities
(It's Only Magic, page 71)
- Advice From a Friend (109)
- Check Status (IOM, 71)
- Comfort and Encouragement (IOM, 71)
- Gift of Appeasement (IOM, 71)
Second-Tier Cozy Magic Abilities
(It's Only Magic, page 72)
- Emotional Support Pet (IOM, 72)
- Fetch (139)
- Safe Sex (IOM, 72, 75, 76)
- Spectral Servant (IOM, 72)
- Telepathic (189)
Third-Tier Cozy Magic Abilities
(It's Only Magic, page 72)
- Informer (153)
- Laundry Day (IOM, 72)
- Spring Cleaning (IOM, 72)
Fourth-Tier Cozy Magic Abilities
(It's Only Magic, page 72)
- Able Assistance (108)
- Pay It Forward (168)
- Thinking Ahead (191)
Sixth-Tier Cozy Magic Abilities
(It's Only Magic, page 72)
- Drawing on Life's Experiences (131)
- Stimulate (186)
- Telepathic Network (190)
Divination Flavor
(It's Only Magic, page 73)
Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into hidden places, and discover secrets.
Second-Tier Divination Abilities
(It's Only Magic, page 73)
- Diagnose Device (IOM, 73, 75)
- Mind Reading (162)
- Open Mind (167)
- Premonition (171)
- See History (180)
Third-Tier Divination Abilities
(It's Only Magic, page 73)
- Creature Insight (123)
- Device Insight (129)
- Question Past Self (IOM, 73)
- Retrieve Memories (177)
Fourth-Tier Divination Abilities
(It's Only Magic, page 73)
- Reading the Room (175)
- Remote Viewing (176)
- Sensor (181)
Fifth-Tier Divination Abilities
(It's Only Magic, page 73)
- Knowing the Unknown (156)
- Read the Signs (176)
- True Senses (194)
Magic Flavor
(Cypher System Rulebook, page 36)
You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.
An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities with those given here tailors the character in desirable ways. (34)
First-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Blessing of the Gods (114)
- Closed Mind (119)
- Entangling Force (136)
- Hedge Magic (149)
- Magic Training (159)
- Mental Link (161)
- Premonition (171)
Second-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Concussive Blast (121)
- Fetch (139)
- Force Field (143)
- Lock (159)
- Repair Flesh (176)
Third-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Distance Viewing (130)
- Fire Bloom (140)
- Fling (141)
- Force at Distance (142)
- Summon Giant Spider (188)
Fourth-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Elemental Protection (133)
- Ignition (150)
- Pry Open (172)
Fifth-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Create (122)
- Divine Intervention (130)
- Dragon's Maw (131)
- Fast Travel (139)
- True Senses (194)
Sixth-Tier Magic Abilities
(Cypher System Rulebook, page 36)
- Relocate (176)
- Summon Demon (188)
- Traverse the Worlds (194)
- Word of Death (200)
Modern Magic Flavor
(It's Only Magic, page 74)
Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together. These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol) from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and playing guitar).
First-Tier Modern Magic Abilities
(It's Only Magic, page 74)
- Cantrips (IOM, 82) (choose any four)
- Annoy Electronics (IOM, 74)
- Arcanaphone (IOM, 74)
- Enhance Athletics (IOM, 74)
- Mage Clock (IOM, 74)
- Spellpay (IOM, 74)
- Ward (196)
Second-Tier Modern Magic Abilities
(It's Only Magic, page 75)
- Charm Machine (119)
- Dispel Magic (IOM, 75)
- Gun Jammer (IOM, 47, 75)
- Magical Power Current (IOM, 75)
- Safe Fall (179)
- Safe Sex (IOM, 72, 75, 76)
- Third Eye (191)
Third-Tier Modern Magic Abilities
(It's Only Magic, page 75)
- Diagnose Device (IOM, 73, 75)
- Network Tap (165)
- Sensor (181)
Fourth-Tier Modern Magic Abilities
(It's Only Magic, page 75)
- Repair Machine (IOM, 75)
- Soothe the Savage (184)
Sixth-Tier Modern Magic Abilities
(It's Only Magic, page 75)
- Information Gathering (153)
- Trust to Luck (194)
Protection Flavor
(It's Only Magic, page 76)
Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous creatures, and intrusive mental powers.
First-Tier Protection Abilities
(It's Only Magic, page 76)
- Closed Mind (119)
- Resonance Field (176)
- Ward (196)
Second-Tier Protection Abilities
(It's Only Magic, page 76)
- Safe Sex (IOM, 72, 75, 76)
- Trained Without Armor (193)
- Wind Armor (199)
Third-Tier Protection Abilities
(It's Only Magic, page 76)
- Energy Protection (134)
- Force Field Barrier (143)
- Unstealable Charm (IOM, 76)
Fourth-Tier Protection Abilities
(It's Only Magic, page 76)
- Counter Danger (122)
- Elemental Protection (133)
- Poison Resistance (170)
Fifth-Tier Protection Abilities
(It's Only Magic, page 76)
- Defensive Field (127)
- Nothing But Defend (166)
- Tower of Intellect (193)
Skills and Knowledge Flavor
(Cypher System Rulebook, page 37)
This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher. (37)
First-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Interaction Skills (155)
- Investigative Skills (155)
- Knowledge Skills (157)
- Physical Skills (170)
- Travel Skills (193)
Second-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Extra Skill (138)
- Tool Mastery (192)
- Understanding (194)
Third-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Flex Skill (141)
- Improvise (152)
Fourth-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Multiple Skills (165)
- Quick Wits (174)
- Task Specialization (189)
Fifth-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Practiced With Medium Weapons (171)
- Read the Signs (174)
Sixth-Tier Skills and Knowledge Abilities
(Cypher System Rulebook, page 37)
- Skill With Attacks (183)
- Skill With Defense (183)
Stealth Flavor
(Cypher System Rulebook, page 34)
Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night. (34)
First-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Danger Sense (124)
- Goad (145)
- Legerdemain (157)
- Opportunist (167)
- Stealth Skills (186)
Second-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Contortionist (121)
- Find an Opening (139)
- Get Away (145)
- Sense Ambush (181)
- Surprise Attack (188)
Third-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Evanesce (136)
- From the Shadows (144)
- Gambler (144)
- Inner Defense (154)
- Misdirect (163)
- Run and Fight (179)
- Seize the Moment (181)
Fourth-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Ambusher (109)
- Debilitating Strike (126)
- Outwit (168)
- Preternatural Senses (171)
- Tumbling Moves (194)
Fifth-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Assassin Strike (110)
- Mask (160)
- Return to Sender (177)
- Uncanny Luck (194)
Sixth-Tier Stealth Abilities
(Cypher System Rulebook, page 35)
- Exploit Advantage (137)
- Spring Away (186)
- Thief's Luck (191)
- Twist of Fate (194)
Technology Flavor
(Cypher System Rulebook, page 35)
Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don't involve starships or ultratech. (35)
First-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Datajack (124)
- Hacker (147)
- Machine Interface (159)
- Scramble Machine (179)
- Tech Skills (189)
- Tinker (192)
Second-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Distant Interface (130)
- Machine Efficiency (159)
- Overload Machine (168)
- Serv-0 (181)
- Serv-0 Defender (181)
- Serv-0 Repair (181)
- Tool Mastery (192)
Third-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Mechanical Telepathy (161)
- Serv-0 Scanner (181)
- Ship Footing (182)
- Shipspeak (183)
- Spray (185)
Fourth-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Machine Bond (159)
- Robot Fighter (178)
- Serv-0 Aim (181)
- Serv-0 Brawler (181)
- Serv-0 Spy (181)
Editor's Notes — If a PC chooses Shipspeak at tier 3, it requires Machine Bond—which isn't available until tier 4, rendering it useless. To resolve this, GMs might ignore this requirement (as the 2015 Cypher System Rulebook (56) did), make Machine Bond a third-tier ability instead, or make Shipspeak a fourth-tier ability instead.
Fifth-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Control Machine (121)
- Jury-Rig (156)
- Machine Companion (159)
Sixth-Tier Technology Abilities
(Cypher System Rulebook, page 35)
- Information Gathering (153)
- Master Machine (160)
Additional Flavors
(OG-CSRD Editorial Addition)
These flavors include page reference numbers that correspond to the product.
Cruel Stars: Characters — Flavors
Tools to create your own space opera PCs in a brand new setting.
- Snark (CSC, 3)
See also: Cruel Stars: Characters — Descriptors
Mystery Flesh Pit National Park — Flavors
Cosmic horror meets bureaucratic satire!
- Combat (MFPNP, 155)
- Skills and Knowledge (MFPNP, 155)
- Stealth (MFPNP, 155)
- Technology (MFPNP, 155)
See also: Mystery Flesh Pit National Park — Descriptors, Mystery Flesh Pit National Park — Types, Mystery Flesh Pit National Park — Foci, and Mystery Flesh Pit National Park — What's in the Book?
Planar Character Options — Flavors
Create awesome characters altered—or formed—by the planes!
- Planar (PCO, 62)
See also: Planar Character Options — Descriptors and Planar Character Options — Foci
Old Gus' Daft Drafts — Flavors
A collection of free, online options for your best game ever!
- Crafter (OG-DD)
- Fey (OG-DD)
- Improbability (OG-DD)
- Psionic (OG-DD)
- Ritualist (OG-DD)
See also: Old Gus' Daft Drafts — Descriptors, Old Gus' Draft Drafts — Foci, and Old Gus' Draft Drafts — What's in the Book?
Chapter 7 Descriptor
Quick Reference: Descriptor
- Appealing (38)
- Beneficent (39)
- Brash (39)
- Calm (40)
- Chaotic (40)
- Charming (41)
- Clever (41)
- Clumsy (41)
- Craven (42)
- Creative (42)
- Cruel (43)
- Dishonorable (44)
- Doomed (44)
- Empathic (44)
- Exiled (45)
- Fast (45)
- Foolish (46)
- Graceful (46)
- Guarded (47)
- Hardy (47)
- Hideous (48)
- Honorable (48)
- Impulsive (48)
- Inquisitive (49)
- Intelligent (49)
- Intuitive (49)
- Jovial (50)
- Kind (50)
- Learned (51)
- Lucky (51)
- Mad (51)
- Mechanical (52)
- Mysterious (52)
- Mystical (53)
- Naive (53)
- Perceptive (54)
- Resilient (54)
- Risk-Taking (54)
- Rugged (55)
- Sharp-Eyed (55)
- Skeptical (55)
- Stealthy (56)
- Strong (56)
- Strong-Willed (56)
- Swift (57)
- Tongue-Tied (57)
- Tough (57)
- Vicious (58)
- Virtuous (58)
- Weird (58)
Fairy Tale Descriptors
- Bewitched (WAAMH, 169)
- Changeling (WAAMH, 170)
- Fragmented (WAAMH, 171)
- Frumious (WAAMH, 171)
- Haunted (WAAMH, 172)
- Lost (WAAMH, 172)
Fantasy Species Descriptors
- Catfolk (GF, 86)
- Dragonfolk (GF, 87)
- Dwarf (258)
- Elf (258)
- Gnome (GF, 89)
- Half-Giant (259)
- Halfling (GF, 89)
- Helborn (259)
- Lizardfolk (GF, 89)
Modern Fantasy Descriptors
- Chimera (IOM, 37)
- Dragon (IOM, 38)
- Ghost (IOM, 39)
- Hunter (IOM, 40)
- Nix (IOM, 41)
- Sylph (IOM, 42)
- Unmagical (IOM, 43)
Post-Apocalyptic Descriptors
Post-Apocalyptic Species Descriptors
Science Fiction Species Descriptors
- Artificially Intelligent (279)
- Quintar (279)
Superhero Descriptors
- Amazing (CTS, 42)
- Incredible (CTS, 42)
- Mighty (CTS, 43)
- Sensational (CTS, 44)
- Uncanny (CTS, 44)
Optional Rules
- Customizing Descriptors (59)
- Species as Descriptor (59)
- Two Descriptors (59)
Related Sections
- Additional Descriptors (OG-CSRD)
(Cypher System Rulebook, page 38)
Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence "I am an adjective noun who verbs."
Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor's offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn't good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you're one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they're not good at as by what they are good at.
Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.
This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character's species their descriptor.
Editor's Notes — Completing a character arc might cause a PC to change their descriptor.
Appealing
(Cypher System Rulebook, page 38)
You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.
You gain the following characteristics:
Charismatic: +2 to your Intellect Pool.
Skill: You are trained in pleasant social interactions.
Resistant to Charms: You're aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.
- The PCs were looking for someone else, but you convinced them that you were perfect instead.
- Pure happenstance—because you just go along with the flow of things and everything usually works out.
- Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.
Benificent
(Cypher System Rulebook, page 39)
Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.
You gain the following characteristics:
Generous: Allies who have spent the last day with you add +1 to their recovery rolls.
Altruistic: If you're standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.
Skill: You're trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.
Helpful: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.
Inability: While you are alone, all Intellect and Speed tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Even though you didn't know most of the other PCs beforehand, you invited yourself along on their quest.
- You saw the PCs struggling to overcome a problem and selflessly joined them to help.
- You're nearly certain the PCs will fail without you.
- The choice was between your tattered life and helping others. You haven't looked back since.
Brash
(Cypher System Rulebook, page 39)
You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and arrogant. Whatever. It's not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.
You gain the following characteristics:
Energetic: +2 to your Speed Pool.
Skill: You are trained in initiative.
Bold: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You noticed something weird going on, and without much thought, you jumped in with both feet.
- You showed up when and where you did on a dare because, hey, you don't back down from dares.
- Someone called you out, but instead of walking into a fight, you walked into your current situation.
- You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.
Calm
(Cypher System Rulebook, page 40)
You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.
You gain the following characteristics:
Bookish: +2 to your Intellect Pool.
Skills: You are trained in four nonphysical skills of your choice.
Trivia: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.
Inability: You're just not a fighter. All physical attacks are hindered.
Inability: You're not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You read about the current situation somewhere and decided to check it out for yourself.
- You were in the right (wrong?) place at the right (wrong?) time.
- While avoiding an entirely different situation, you walked into your current situation.
- One of the other PCs dragged you into it.
Chaotic
(Cypher System Rulebook, page 40)
Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.
You gain the following characteristics:
Tumultuous: +4 to your Speed Pool.
Skill: You are trained in Intellect defense actions.
Chaotic: Once after each ten-hour recovery roll, if you don't like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.
Inability: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.
- You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.
- Another PC released you from captivity, and to thank them, you volunteered to help.
- You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
Charming
(Cypher System Rulebook, page 41)
You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're personable, but not necessarily studious or strong-willed.
You gain the following characteristics:
Personable: +2 to your Intellect Pool.
Skill: You're trained in all tasks involving positive or pleasant social interaction.
Skill: You're trained when using special abilities that influence the minds of others.
Contact: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.
Inability: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.
Inability: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.
Additional Equipment: You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You convinced one of the other PCs to tell you what they were doing.
- You instigated the whole thing and convinced the others to join you.
- One of the other PCs did a favor for you, and now you're repaying that obligation by helping them with the task at hand.
- There is a reward involved, and you need the money.
Clever
(Cypher System Rulebook, page 41)
You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all interactions involving lies or trickery.
Skill: You're trained in defense rolls to resist mental effects.
Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.
Inability: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.
Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You convinced one of the other PCs to tell you what they were doing.
- From afar, you observed that something interesting was going on.
- You talked your way into the situation because you thought it might earn some money.
- You suspect that the other PCs won't succeed without you.
Clumsy
(Cypher System Rulebook, page 41)
Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.
You gain the following characteristics:
Butterfingers: −2 to your Speed Pool.
Thick-Muscled: +2 to your Might Pool.
Inelegant: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.
Dumb Luck: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it's just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe's hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).
Skill: You've got a certain bull-like quality. You are trained in tasks involving breaking things.
Inability: Any task that involves balance, grace, or hand-to-eye coordination is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You were in the right place at the right time.
- You had a piece of information that the other PCs needed to make their plans.
- A sibling recommended you to the other PCs.
- You stumbled into the PCs as they were discussing their mission, and they took a liking to you.
Craven
(Cypher System Rulebook, page 42)
Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions. (42)
Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.
You gain the following characteristics:
Furtive: +2 to your Speed Pool.
Skill: You're trained in stealth-based tasks.
Skill: You're trained in running actions.
Skill: You're trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.
Inability: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.
Inability: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.
Additional Equipment: You have a good luck charm or protective device to keep you out of harm's way.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You believe that you're being hunted, and you have hired one of the other PCs as your protector.
- You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.
- One of the other PCs bullied you into coming along.
- The group answered your cries for help when you were in trouble.
Creative
(Cypher System Rulebook, page 42)
Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you're creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.
You gain the following characteristics:
Inventive: +2 to your Intellect Pool.
Original: You're always coming up with something new. You're trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you're able to tell.
Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: writing, computer coding, composing music, painting, drawing, and so on.
Skill: You love solving riddles and the like. You are trained in puzzle-solving tasks.
Skill: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you're digging through a library, data bank, news archive, or similar collection of knowledge.
Inability: You're inventive but not charming. All tasks related to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You were doing research for a project and convinced the PCs to bring you along.
- You're looking for new markets for the results of your creative output.
- You fell in with the wrong crowd, but they grew on you.
- A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.
Cruel
(Cypher System Rulebook, page 43)
Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.
Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.
As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.
You gain the following characteristics:
Cunning: +2 to your Intellect Pool.
Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe's suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.
Skill: You're trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.
Inability: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character's motives, feelings, or disposition is hindered.
Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.
- By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
- You hope to make another PC's life more difficult by joining the group.
- Joining the PCs gives you an opportunity to escape justice for a crime you committed.
Dishonorable
(Cypher System Rulebook, page 44)
There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.
You gain the following characteristics:
Sneaky: +4 to your Speed Pool.
Just Desserts: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.
Skill: You are trained in deception.
Skill: You are trained in stealth.
Skill: You are trained in intimidation.
Inability: People don't like or trust you. Pleasant social interactions are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You are interested in what the PCs are doing, so you lied to them to get into their group.
- While skulking about, you overheard the PCs' plans and realized that you wanted in.
- One of the other PCs invited you, having no idea of what you're truly like.
- You bullied your way in with intimidation and bluster.
Doomed
(Cypher System Rulebook, page 44)
You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.
You gain the following characteristics:
Jumpy: +2 to your Speed Pool.
Skill: Always on the lookout for danger, you are trained in perception-related tasks.
Skill: You are defense minded, so you are trained in Speed defense tasks.
Skill: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.
Doom: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You attempted to avoid it, but events seemed to conspire to draw you to where you are.
- Why not? It doesn't matter. You're doomed no matter what you do.
- One of the other PCs saved your life, and now you're repaying that obligation by helping them with the task at hand.
- You suspect that the only hope you have of avoiding your fate might lie on this path.
Empathic
(Cypher System Rulebook, page 44)
Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.
The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.
You gain the following characteristics:
Open Mind: +4 to your Intellect Pool.
Skill: You're trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.
Skill: You're trained in all tasks involving social interaction, pleasant or otherwise.
Inability: Being so receptive to others' thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You sensed the commitment to the task the other PCs have and felt moved to help them.
- You established a close bond with another PC and can't bear to be parted from them.
- You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.
- You joined the PCs to escape an unpleasant relationship or negative environment.
Exiled
(Cypher System Rulebook, page 45)
You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.
You gain the following characteristics:
Self-Reliant: +2 to your Might Pool.
Loner: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.
Skill: You're trained in all tasks involving sneaking.
Skill: You're trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.
Inability: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.
Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.
- While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.
- One of the other PCs reminds you of someone you used to know.
- You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.
Fast
(Cypher System Rulebook, page 45)
You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly.
Energetic: +2 to your Speed Pool.
Skill: You are trained in running.
Fast: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.
Inability: You're a sprinter, not a long-distance runner. You don't have a lot of stamina. Might defense rolls are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You jumped in to save one of the other PCs who was in dire need.
- One of the other PCs recruited you for your unique talents.
- You're impulsive, and it seemed like a good idea at the time.
- This mission ties in with a personal goal of your own.
Foolish
(Cypher System Rulebook, page 46)
Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might have a bit more … wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying's never helped you, so why bother? You take things at face value and don't fret about what tomorrow might bring.
People call you "idiot" or "numbskull," but it doesn't faze you much.
You gain the following characteristics:
Unwise: −4 to your Intellect Pool.
Carefree: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.
Intellect Weakness: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.
Inability: Any Intellect defense task is hindered.
Inability: Any task that involves seeing through a deception, an illusion, or a trap is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Who knows? Seemed like a good idea at the time.
- Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.
- Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe "teach you some sense."
- The other PCs needed some muscle who wouldn't overthink things.
Editor's Notes — The advantages of the Foolish descriptor's Carefree ability might be too much for games with a lot of rolls. The GM might use one of the following variants instead:
Carefree: You succeed more on luck than anything. When you roll for a task, you can roll twice and take the higher result. After using this ability, you can't use it again until after your next recovery roll. Enabler.
Carefree: You succeed more on luck than anything. When you roll for a task, you can roll twice and take the higher result. If you succeed, you can't use this ability again until after your next recovery roll. Enabler.
Carefree: You succeed more on luck than anything. When you roll for a task, you can roll twice and take the higher result. Each time you do this, your GM intrusion range increases by 1, and returns to normal after you make a recovery roll. Enabler.
Graceful
(Cypher System Rulebook, page 46)
You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.
You gain the following characteristics:
Agile: +2 to your Speed Pool.
Skill: You're trained in all tasks involving balance and careful movement.
Skill: You're trained in all tasks involving physical performing arts.
Skill: You're trained in all Speed defense tasks.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Guarded
(Cypher System Rulebook, page 47)
You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won't be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.
No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.
You gain the following characteristics:
Suspicious: +2 to your Intellect Pool.
Skill: You are trained in all Intellect defense tasks.
Skill: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.
Inability: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the PCs managed to overcome your defenses and befriend you.
- You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.
- You have made a few enemies and take up with the PCs for protection.
- The PCs are the only people who will put up with you.
Hardy
(Cypher System Rulebook, page 47)
Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.
As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.
You gain the following characteristics:
Mighty: +4 to your Might Pool.
Fast Healer: You halve the time it takes to make a recovery roll (minimum one action).
Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.
Skill: You are trained in Might defense actions.
Inability: Your big, strong body is slow to react. Any task involving initiative is hindered.
Ponderous: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs recruited you after learning about your reputation as a survivor.
- You joined the PCs because you want or need the money.
- The PCs offered you a challenge equal to your physical power.
- You believe the only way the PCs will succeed is if you are along to protect them.
Hideous
(Cypher System Rulebook, page 48)
You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.
You've more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.
You gain the following characteristics:
Versatile: You get 4 additional points to divide among your stat Pools.
Skill: You are trained in intimidation and any other fear-based interactions, if you show your true face.
Skill: You are trained in disguise and stealth tasks.
Inability: All tasks relating to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.
- While skulking about, you overheard the other PCs' plans and realized you wanted in.
- One of the other PCs invited you, but you wonder if it was out of pity.
- You bullied your way in with intimidation and bluster.
Honorable
(Cypher System Rulebook, page 48)
You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.
You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn't honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.
You gain the following characteristics:
Stalwart: +2 to your Might Pool.
Skill: You are trained in pleasant social interactions.
Skill: You are trained in discerning people's true motives or seeing through lies.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs' goals appear to be honorable and commendable.
- You see that what the other PCs are about to do is dangerous, and you'd like to help protect them.
- One of the other PCs invited you, hearing of your trustworthiness.
- You asked politely if you could join the other PCs in their mission.
Impulsive
(Cypher System Rulebook, page 48)
You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.
Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?
You gain the following characteristics:
Reckless: +2 to your Speed Pool.
Skill: You're trained in initiative actions (to determine who goes first in combat).
Skill: You're trained in Speed defense actions.
Inability: You'll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You heard what the other PCs were up to and suddenly decided to join them.
- You pulled everyone together after you heard rumors about something interesting you want to see or do.
- You blew all of your money and now find yourself strapped for cash.
- You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
Inquisitive
(Cypher System Rulebook, page 49)
The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.
You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you're going so you know what to expect when you get there.
You gain the following characteristics:
Smart: +4 to your Intellect Pool.
Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you're talking to a local to get information or digging through old books to find lore.
Skill: You have made a study of the world. You are trained in any task involving geography or history.
Inability: You tend to fixate on the details, making you somewhat oblivious to what's going on around you. Any task to hear or notice dangers around you is hindered.
Inability: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.
Additional Equipment: You have three books on whatever subjects you choose.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the PCs approached you to learn information related to the mission, having heard you were an expert.
- You have always wanted to see the place where the other PCs are going.
- You were interested in what the other PCs were up to and decided to go along with them.
- One of the PCs fascinates you, perhaps due to a special or weird ability they have.
Intelligent
(Cypher System Rulebook, page 49)
You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in an area of knowledge of your choice.
Skill: You're trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you've explored before.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.
- You saw value in what the other PCs were doing.
- You believed that the task might lead to important and interesting discoveries.
- A colleague requested that you take part in the mission as a favor.
Intuitive
(Cypher System Rulebook, page 49)
You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.
You gain the following characteristics:
Innate: +2 to your Intellect Pool.
Skill: You are trained in perception tasks.
Know What to Do: You can act immediately, even if it's not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just knew you had to come along.
- You convinced one of the other PCs that your intuition is invaluable.
- You felt that something terrible would happen if you didn't go.
- You're confident the reason you arrived at this point will soon become clear.
Jovial
(Cypher System Rulebook, page 50)
You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That's not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You've always got a new joke in your back pocket because you collect them like some people collect bottles of wine.
You gain the following characteristics:
Witty: +2 to your Intellect Pool.
Skill: You're convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.
Skill: You have an advantage in figuring out the punch lines of jokes you've never heard before. You are trained in all tasks related to solving puzzles and riddles.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You solved a riddle before realizing that answering it would launch you into the adventure.
- The other PCs thought you'd bring some much-needed levity to the team.
- You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.
- It was either go with the PCs or face up to a circumstance that was anything but jovial.
Kind
(Cypher System Rulebook, page 50)
It's always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's easier to catch flies with honey than with vinegar," but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You've learned that a small fraction of people don't deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.
You gain the following characteristics:
Emotionally Intuitive: +2 to your Intellect Pool.
Skill: You know what it's like to go a mile in someone else's shoes. You're trained in all tasks related to pleasant social interaction and discerning the dispositions of others.
Karma: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn't enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.
Inability: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- A PC needed your help, and you agreed to come along as a kindness.
- You gave the wrong person access to your money, and now you need to make some back.
- You're ready to take your benevolence on the road and help more people than you could if you didn't join the PCs.
- Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.
Learned
(Cypher System Rulebook, page 51)
You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in three areas of knowledge of your choice.
Inability: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.
Additional Equipment: You have two additional books on topics of your choice.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs asked you to come along because of your knowledge.
- You need money to fund your studies.
- You believed that the task might lead to important and interesting discoveries.
- A colleague requested that you take part in the mission as a favor.
Lucky
(Cypher System Rulebook, page 51)
You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it's rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you're often in the right place at the right time.
You gain the following characteristics:
Luck Pool: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track. Enabler.
Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.
- You literally bumped into someone else on this adventure through sheer luck.
- You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.
- Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore.
Mad
(Cypher System Rulebook, page 51)
You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.
You gain the following characteristics:
Knowledgeable: +4 to your Intellect Pool.
Fits of Insight: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM's discretion, but it should happen as often as once each session.
Erratic Behavior: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM's influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)
Skill: You are trained in one area of knowledge (probably something weird or esoteric).
Inability: Your mind is quite fragile. Tasks to resist mental attacks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Voices in your head told you to go.
- You instigated the whole thing and convinced the others to join you.
- One of the other PCs obtained a book of knowledge for you, and now you're repaying that favor by helping them with the task at hand.
- You feel compelled by inexplicable intuition.
Mechanical
(Cypher System Rulebook, page 52)
You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," "gear-head," "motor-head," or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all actions involving identifying or understanding machines.
Skill: You're trained in all actions involving using, repairing, or crafting machines.
Additional Equipment: You start with a variety of machine tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- While repairing a nearby machine, you overheard the other PCs talking.
- You need money to buy tools and parts.
- It was clear that the mission couldn't succeed without your skills and knowledge.
- Another PC asked you to join them.
Mysterious
(Cypher System Rulebook, page 52)
The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.
You gain the following characteristics:
Skill: You are trained in all stealth tasks.
Skill: You are trained in resisting interrogation or tricks to get you to talk.
Confounding: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.
Inability: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just showed up one day.
- You convinced one of the other PCs that you had invaluable skills.
- Some equally mysterious figure told you where to be and when (but not why) to join the group.
- Something—a feeling, a dream—told you where to be and when to join the group.
Mystical
(Cypher System Rulebook, page 53)
You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means "magic," "psychic phenomena," or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all actions involving identifying or understanding the supernatural.
Sense Magic: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
Spell: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.
Inability: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- A dream guided you to this point.
- You need money to fund your studies.
- You believed the mission would be a great way to learn more about the supernatural.
- Various signs and portents led you here.
Naive
(Cypher System Rulebook, page 53)
You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven't done much, met many people, or seen many interesting things so far. That's probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.
You gain the following characteristics:
Fresh: You add +1 to your recovery rolls.
Incorruptible: You are trained in Intellect defense tasks and all tasks that involve resisting temptation.
Skill: You're wide-eyed. You are trained in perception tasks.
Inability: Any task that involves seeing through deceptions or determining someone's secret motive is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Someone told you that you should get involved.
- You needed money, and this seemed like a good way to earn some.
- You believed that you could learn a lot by joining the other PCs.
- Sounded like fun.
Perceptive
(Cypher System Rulebook, page 54)
You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.
As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You have an eye for detail. You are trained in any task that involves finding or noticing small details.
Skill: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.
Skill: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.
Inability: Your confidence comes off as arrogance to people who don't know you. Any task involving positive social interactions is hindered.
Additional Equipment: You have a bag of light tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You overheard the other PCs discussing their mission and volunteered your services.
- One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.
- You believe that the PCs' mission is somehow related to one of your investigations.
- A third party recruited you to follow the PCs and see what they were up to.
Resilient
(Cypher System Rulebook, page 54)
You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. Unstoppable.
You gain the following characteristics:
Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.
Recover: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.
Skill: You are trained in Might defense tasks.
Skill: You are trained in Intellect defense tasks.
Inability: You're hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.
Inability: You have a lot of willpower and mental fortitude, but you're not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You saw that the PCs clearly need someone like you to help them out.
- Someone asked you to watch over one of the PCs in particular, and you agreed.
- You are bored and desperately in need of a challenge.
- You lost a bet—unfairly, you think—and had to take someone's place on this mission.
Risk-Taking
(Cypher System Rulebook, page 54)
It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.
You gain the following characteristics:
Nimble: +4 to your Speed Pool.
Skill: You're adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.
Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.
Inability: You may be nimble, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
- You think the tasks ahead will present you with unique and fulfilling challenges.
- One of your biggest risks failed to go your way, and you need money to help pay that debt.
- You bragged that you never saw a risk you didn't like, which is how you reached your current point.
Rugged
(Cypher System Rulebook, page 55)
You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.
You gain the following characteristics:
Skill: You're trained in all tasks involving climbing, jumping, running, and swimming.
Skill: You're trained in all tasks involving training, riding, or placating natural animals.
Skill: You're trained in all tasks involving identifying or using natural plants.
Inability: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.
Additional Equipment: You carry an explorer's pack with rope, two days' rations, a bedroll, and other tools needed for outdoor survival.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Sharp-Eyed
(Cypher System Rulebook, page 55)
You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.
You gain the following characteristics:
Skill: You're trained in initiative actions.
Skill: You're trained in perception actions.
Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can't see out of their left eye, and so on), the GM will tell you what it is.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You heard about what was going on, saw a flaw in the other PCs' plan, and joined up to help them out.
- You noticed that the PCs have a foe (or at least a tail) they weren't aware of.
- You saw that the other PCs were up to something interesting and got involved.
- You've been noticing some strange things going on, and this all appears related.
Skeptical
(Cypher System Rulebook, page 55)
You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often benefited from questioning the statements, opinions, and received knowledge presented to you by others.
You gain the following characteristics:
Insightful: +2 to your Intellect Pool.
Skill: You're trained in identifying.
Skill: You're trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.
- You were following one of the other PCs because you were suspicious of him, which brought you into the action.
- Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.
- You need money to fund your research.
Stealthy
(Cypher System Rulebook, page 56)
You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of foot.
You gain the following characteristics:
Quick: +2 to your Speed Pool.
Skill: You're trained in all stealth tasks.
Skill: You're trained in all interactions involving lies or trickery.
Skill: You're trained in all special abilities involving illusions or trickery.
Inability: You're sneaky but not fast. All movement-related tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.
- You were tailing one of the other PCs for reasons of your own, which brought you into the action.
- An NPC employer secretly paid you to get involved.
- You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.
Strong
(Cypher System Rulebook, page 56)
You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.
You gain the following characteristics:
Very Powerful: +4 to your Might Pool.
Skill: You're trained in all actions involving breaking inanimate objects.
Skill: You're trained in all jumping actions.
Additional Equipment: You have an extra medium weapon or heavy weapon.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Strong-Willed
(Cypher System Rulebook, page 56)
You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.
You gain the following characteristics:
Willful: +4 to your Intellect Pool.
Skill: You're trained in resisting mental effects.
Skill: You're trained in tasks requiring incredible focus or concentration.
Inability: Willful doesn't mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Swift
(Cypher System Rulebook, page 57)
You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing distances quickly but not always smoothly. You are likely slim and muscular.
You gain the following characteristics:
Fast: +4 to your Speed Pool.
Skill: You're trained in initiative actions (to determine who goes first in combat).
Skill: You're trained in running actions.
Inability: You're fast but not necessarily graceful. Any task involving balance is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Tongue-Tied
(Cypher System Rulebook, page 57)
You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you're better at doing things than talking about them. You're quick to take action.
You gain the following characteristics:
Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.
Skill: You are trained in perception.
Skill: You are trained in initiative (unless it's a social situation).
Inability: All tasks relating to social interaction are hindered.
Inability: All tasks involving verbal communication or relaying information are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just tagged along and no one told you to leave.
- You saw something important the other PCs did not and (with some effort) managed to relate it to them.
- You intervened to save one of the other PCs when they were in danger.
- One of the other PCs recruited you for your talents.
Tough
(Cypher System Rulebook, page 57)
You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.
You gain the following characteristics:
Resilient: +1 to Armor.
Healthy: Add 1 to the points you regain when you make a recovery roll.
Skill: You're trained in Might defense actions.
Additional Equipment: You have an extra light weapon.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You're acting as a bodyguard for one of the other PCs.
- One of the PCs is your sibling, and you came along to watch out for them.
- You need money because your family is in debt.
- You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group's task.
Vicious
(Cypher System Rulebook, page 58)
You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it's always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.
You gain the following characteristics:
Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
Bloodthirsty: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.
Berserk: Once you begin fighting, it's hard for you to stop. In fact, it's a difficulty 2 Intellect task to do so, even if your foe surrenders or you've run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.
Additional Equipment: You have a record that you use to list those who've wronged you.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.
- You wanted to get away from a bad situation, so you went with the other PCs.
- You want to change, and you hope that being with the other PCs will help you calm yourself.
- One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.
Virtuous
(Cypher System Rulebook, page 58)
Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.
You gain the following characteristics:
Dauntless: +2 to your Might Pool.
Skill: You are trained in discerning people's true motives or seeing through lies.
Skill: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs are doing something virtuous, and you're all about that.
- The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.
- One of the other PCs invited you, hearing of your virtuous ways.
- You put virtue before sense and defended someone's honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
Weird
(Cypher System Rulebook, page 58)
You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. The concept of "the weird" is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.
Weird characters might be mutants or people born with strange qualities, but sometimes they started out "normal" and adopted the weird by choice.
You gain the following characteristics:
Inner Light: +2 to your Intellect Pool.
Distinctive Physical Quirk: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.
A Sense for the Weird: Sometimes—at the GM's discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.
Skill: You are trained in supernatural knowledge.
Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- It seemed weird, so why not?
- Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.
- As an expert in the weird, you were specifically recruited by the other PCs.
- You felt drawn to join the other PCs, but you don't know why.
Customizing Descriptors
(Cypher System Rulebook, page 59)
Under the normal rules, each descriptor is based on some modification of the following guidelines:
- Some descriptors offer +4 to one stat Pool and either two narrow skills or one broad skill.
- Other descriptors offer +2 to one stat Pool and either three narrow skills or one narrow skill and one broad skill.
- A broad skill covers many areas (such as all interactions). A narrow skill covers fewer areas (such as deceptive interactions). Combat-related skills, such as defense or initiative, are considered broad skills in this sense.
- Regardless, you can add an additional skill if it is balanced by an inability.
- You can add other non-skill abilities by eyeballing them and trying to equate them to the value of a skill, if possible. If the descriptor seems lacking, add a moderately priced item as additional equipment to balance things out.
With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.
Editor's Notes — For more on broad and narrow skills, see Skill Categories.
Species as Descriptor
(Cypher System Rulebook, page 59)
Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're a 7-foot-tall furry Rigellian with three eyes, that's great, but it doesn't change your stats or skills (though it may have roleplaying challenges).
However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.
Part 3: Genres offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can't be stressed enough, however, that nine times out of ten, in most genres, species differences aren't significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.
Editor's Notes — For more ideas on creating species descriptors with biological differences, see Mutations and the Mutant descriptor.
Descriptors as Species
(Cypher System Rulebook, page 59)
If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast descriptor.
Variant Rule: Two Descriptors
(Godforsaken, page 86)
In many fantasy or science fiction settings, a species descriptor can take the place of a character's descriptor. However, this creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their species descriptor.
Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't have any modifier for that skill at all.
Additional Descriptors
(OG-CSRD Editorial Addition)
These descriptors include page reference numbers that correspond to the product. Linked items lead to rough equivalents in this document, but each product tailors content specifically for its genre and setting.
- Characters: Crews
- Cruel Stars: Characters
- Expanded Worlds
- Godforsaken
- Gods of the Fall
- The Magnus Archives
- Mortal Fantasy
- Mystery Flesh Pit National Park
- Numenera Discovery
- Numenera Destiny
- Numenera Character Options
- Numenera Character Options 2
- Numenera: Into the Deep
- Numenera: Liminal Shore
- Numenera: The Ninth World Guidebook
- Numenera: The Octopi of the Ninth World
- Torment: Tides of Numenera—The Explorer's Guide
- Old Gods of Appalachia
- Old Gus' Daft Drafts
- Path of the Planebreaker
- Planar Character Options
- Predation
- Shotguns and Sorcery
- The Strange
- The Strange: Alternate Origins
- In Translation: The Strange Character Options
- The Stars are Fire
- Tidal Blades
- Unmasked
- VURT
Characters: Crews — Descriptors
You're stronger as a team! Crews provides a framework for using the Two Descriptors variant rule to add a shared party descriptor with connections to the setting.
Crew Descriptors
- Espionage (CREWS, 3)
- Goblins (CREWS, 3)
- Half-Orc (CREWS, 4)
- The Law (CREWS, 4)
- Locals (CREWS, 4)
- Marshals (CREWS, 4)
- Merchant Caravan (CREWS, 4)
- Musical (CREWS, 4)
- Vessel (CREWS, 4)
- Veteran (CREWS, 5)
- Were-Spider (CREWS, 5)
Cruel Stars: Characters — Descriptors
Tools to create your own space opera PCs in a brand new setting.
Species Descriptors
- Artificial Lifeform (CSC, 17)
- Natural Psychic Species (CSC, 16)
- Proud Warrior Species (CSC, 3)
- Space Tech Species (CSC, 15)
See also: Cruel Stars: Characters — Flavors
Expanded Worlds — Descriptors
Where will your campaign take you? What worlds will you build?
- Adroit (EW, 7)
- Benificent (EW, 7)
- Chaotic (EW, 8)
- Earnest (EW, 8)
- Heroic (EW, 9)
- Insolent (EW, 10)
- Lawful (EW, 10)
- Meddlesome (EW, 11)
- Obsessive (EW, 11)
- Relentless (EW, 12)
- Serene (EW, 12)
- Young (EW, 13)
See also: Expanded Worlds — Foci
Godforsaken — Descriptors
Dragons. Magic wands. Singing swords and flying carpets. And above all—heroes!
Species Descriptors
- Moord (GF, 202)
See also: Godforsaken — What's in the Book?
Gods of the Fall — Descriptors
The Gods are eead—now it's your turn.
- Benificent (GODS, 124)
- Chaotic (GODS, 125)
- Gluttonous (GODS, 126)
- Humble (GODS, 126)
- Lawful (GODS, 126)
- Wary (GODS, 129)
Species Descriptors
- Sleen (GODS, 127)
- Taran (GODS, 128)
See also: Gods of the Fall — Types, Gods of the Fall — Foci, and Gods of the Fall — What's in the Book?
The Magnus Archives — Descriptors
Deep within the archives of the Magnus Institute, dark things are stirring…
- Bold (TMA, 19)
- Brave (TMA, 19)
- Caring (TMA, 20)
- Cautious (TMA, 20)
- Cheerful (TMA, 20)
- Cynical (TMA, 20)
- Enigmatic (TMA, 21)
- Fastidious (TMA, 21)
- Fearless (TMA, 22)
- Ferocious (TMA, 22)
- Hopeful (TMA, 22)
- Inquisitive (TMA, 22)
- Intimidating (TMA, 23)
- Likeable (TMA, 23)
- Muscular (TMA, 23)
- Nervous (TMA, 23)
- No-Nonsense (TMA, 24)
- Obsessive (TMA, 24)
- Pretentious (TMA, 24)
- Quick (TMA, 24)
- Ruthless (TMA, 25)
- Scholarly (TMA, 25)
- Smart (TMA, 25)
- Sturdy (TMA, 25)
- Superstitious (TMA, 26)
- Suspicious (TMA, 26)
- Tech-Savvy (TMA, 26)
See also: The Magnus Archives — Types, The Magnus Archives — Foci, and The Magnus Archives — What's in the Book?
Editor's Notes — The Magnus Archives includes its own method of Customizing Descriptors. The No-Nonsense and Sturdy descriptors include an analogue of the Resolute ability, which helps them deal with Stress accumulation.
Mortal Fantasy — Descriptors
Expanding on Gods of the Fall and traditional high fantasy settings, this supplement offers new options for GMs and players to teach these new gods a new level of respect for mortals!
- Demonic Bloodline (MF, 28)
- Divine Bloodline (MF, 29)
- Draconic (MF, 29)
- Goblin (MF, 30)
- Gnome (MF, 31)
- Half-orc (MF, 32)
- The Hollowed (MF, 32)
The Mortal Fantasy Gnome differs considerably from the CSRD's Gnome.
See also: Mortal Fantasy — Types
Mystery Flesh Pit National Park — Descriptors
Cosmic horror meets bureaucratic satire!
- Appealing (MFPNP, 32)
- Awkward (MFPNP, 32)
- Benificent (MFPNP, 33)
- Brash (MFPNP, 33)
- Calm (MFPNP, 33)
- Chaotic (MFPNP, 34)
- Charming (MFPNP, 34)
- Clever (MFPNP, 34)
- Clumsy (MFPNP, 34)
- Craven (MFPNP, 35)
- Creative (MFPNP, 35)
- Cruel (MFPNP, 36)
- Dishonorable (MFPNP, 36)
- Doomed (MFPNP, 36)
- Empathic (MFPNP, 37)
- Exiled (MFPNP, 37)
- Fast (MFPNP, 37)
- Foolish (MFPNP, 37)
- Graceful (MFPNP, 38)
- Hardy (MFPNP, 38)
- Honorable (MFPNP, 38)
- Impulsive (MFPNP, 39)
- Inquisitive (MFPNP, 39)
- Intelligent (MFPNP, 39)
- Intuitive (MFPNP, 40)
- Jovial (MFPNP, 40)
- Kind (MFPNP, 40)
- Learned (MFPNP, 40)
- Lucky (MFPNP, 41)
- Mechanical (MFPNP, 41)
- Mysterious (MFPNP, 41)
- Naive (MFPNP, 42)
- Perceptive (MFPNP, 42)
- Pit-Touched (MFPNP, 42)
- Resilient (MFPNP, 43)
- Risk-Taking (MFPNP, 43)
- Rugged (MFPNP, 43)
- Sharp-Eyed (MFPNP, 43)
- Skeptical (MFPNP, 44)
- Stealthy (MFPNP, 44)
- Strong (MFPNP, 44)
- Strong-Willed (MFPNP, 44)
- Suspicious (MFPNP, 45)
- Swift (MFPNP, 45)
- Tongue-Tied (MFPNP, 45)
- Tough (MFPNP, 45)
- Vicious (MFPNP, 46)
- Virtuous (MFPNP, 46)
- Weird (MFPNP, 46)
See also: Mystery Flesh Pit National Park — Types, Mystery Flesh Pit National Park — Flavors, Mystery Flesh Pit National Park — Foci, and Mystery Flesh Pit National Park — What's in the Book?
Numenera Discovery — Descriptors
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
- Charming (NDIS, 53)
- Clever (NDIS, 54)
- Graceful (NDIS, 54)
- Intelligent (NDIS, 54)
- Learned (NDIS, 55)
- Mystical/Mechanical (NDIS, 55)
- Rugged (NDIS, 56)
- Stealthy (NDIS, 56)
- Strong (NDIS, 57)
- Strong-Willed (NDIS, 57)
- Swift (NDIS, 57)
- Tough (NDIS, 57)
Species Descriptors
- Lattimor (NDIS, 396)
- Mutant (NDIS, 397)
- Varjellen (NDIS, 394)
See also: Numenera Discovery — Types, Numenera Discovery — Foci, and Numenera Discovery — What's in the Book?
Numenera Destiny — Descriptors
Create centers of learning or trade. Innovate, build, and protect.
- Adaptable (NDES, 40)
- Benificent (NDES, 41)
- Articulate (NDES, 41)
- Cheerful (NDES, 42)
- Civic (NDES, 42)
- Committed (NDES, 42)
- Confident (NDES, 43)
- Cultured (NDES, 43)
- Curious (NDES, 44)
- Earnest (NDES, 44)
- Empirical (NDES, 45)
- Exacting (NDES, 45)
- Forward-Thinking (NDES, 45)
- Gregarious (NDES, 46)
- Heroic (NDES, 46)
- Imaginative (NDES, 47)
- Industrious (NDES, 47)
- Intimidating (NDES, 47)
- Intuitive (NDES, 48)
- Irrepressible (NDES, 48)
- Lawful (NDES, 49)
- Loyal (NDES, 49)
- Meddlesome (NDES, 50)
- Nurturing (NDES, 50)
- Obsessive (NDES, 50)
- Optimistic (NDES, 51)
- Organized (NDES, 51)
- Passionate (NDES, 52)
- Preserving (NDES, 52)
- Prepared (NDES, 52)
- Protective (NDES, 53)
- Relentless (NDES, 53)
- Risk-Taking (NDES, 53)
- Serene (NDES, 54)
- Vicious (NDES, 54)
See also: Numenera Destiny — Types, Numenera Destiny — Foci, and Numenera Destiny — What's in the Book?
Numenera Character Options — Descriptors
The character you envision.
- Clumsy (NCO1, 19)
- Craven (NCO1, 19)
- Cruel (NCO1, 20)
- Dishonorable (NCO1, 20)
- Doomed (NCO1, 21)
- Driven (NCO1, 21)
- Empathic (NCO1, 22)
- Exiled (NCO1, 22)
- Foolish (NCO1, 23)
- Guarded (NCO1, 23)
- Hardy (NCO1, 24)
- Hideous (NCO1, 24)
- Honorable (NCO1, 25)
- Impulsive (NCO1, 25)
- Inquisitive (NCO1, 25)
- Mad (NCO1, 26)
- Naive (NCO1, 27)
- Noble (NCO1, 27)
- Perceptive (NCO1, 28)
- Resilient (NCO1, 28)
- Tongue-Tied (NCO1, 28)
- Vengeful (NCO1, 29)
- Wealthy (NCO1, 30)
- Weird (NCO1, 30)
Location-Based Descriptors — The Steadfast
- Ancuani (NCO1, 36)
- Draolic (NCO1, 33)
- Ghanic (NCO1, 32)
- Iscobean (NCO1, 34)
- Malvic (NCO1, 34)
- Milavian (NCO1, 36)
- Naven (NCO1, 31)
- Pytharon (NCO1, 34)
- Thaemic (NCO1, 33)
Location-Based Descriptors — The Beyond
- Bazian (NCO1, 37)
- Ephrem (NCO1, 37)
- Icebound (NCO1, 38)
- Wasteland (NCO1, 39)
Species Descriptors
- Diruk (NCO1, 40)
- Golthiar (NCO1, 41)
- Mlox (NCO1, 42)
- Nalurus (NCO1, 43)
- Mutant (NCO1, 44)
See also: Numenera Character Options — Foci
Numenera Character Options 2 — Descriptors
Build a character as wondrous as the Ninth World itself!
- Abrasive (NCO2, 25)
- Aggressive (NCO2, 25)
- Altruistic (NCO2, 26)
- Amusing (NCO2, 26)
- Deliberate (NCO2, 27)
- Devout (NCO2, 27)
- Efficient (NCO2, 27)
- Extraterrestrial (NCO2, 28)
- Fabulous (NCO2, 28)
- Gregarious (NCO2, 29)
- Insolent (NCO2, 29)
- Intimidating (NCO2, 29)
- Lonely (NCO2, 30)
- Manipulative (NCO2, 31)
- Marine (NCO2, 31)
- Meek (NCO2, 31)
- Mercurial (NCO2, 32)
- Obsessive (NCO2, 32)
- Passionate (NCO2, 33)
- Polyglot (NCO2, 34)
- Rebellious (NCO2, 34)
- Resourceful (NCO2, 35)
- Subterranean (NCO2, 35)
- Ultraterrestrial (NCO2, 35)
- Vigilant (NCO2, 36)
Location-Based Descriptors
- Coraoan (NCO2, 37)
- Desert-Dwelling (NCO2, 37)
- Elychnious (NCO2, 38)
- Frostborn (NCO2, 38)
- Gaian (NCO2, 38)
- Rayskelan (NCO2, 39)
- Vralkan (NCO2, 39)
Species Descriptors
- Artificially Intelligent (NCO2, 40)
- Calramite (NCO2, 41)
- Echryni (NCO2,42 )
- Naiadapt (NCO2, 42)
- Ormryl (NCO2, 44)
- Proxima (NCO2, 45)
- Skeane (NCO2, 45)
See also: Numenera Character Options 2 — Types and Numenera Character Options 2 — Foci
Numenera: Into the Deep — Descriptors
What wonders lie beneath the waves?
Species Descriptors
- Naiadapt Dyremmi (NID, 102)
- Skeane (NID, 60)
Numenera: Liminal Shore — Descriptors
A land of secrets, beyond the farthest seas—or, perhaps, farther still…
Species Descriptors
- Creel (NLS, 138)
- Spirant (NLS, 138)
- Wholkin (NLS, 138)
Numenera: The Ninth World Guidebook — Descriptors
From the frozen lands beyond the Southern Wall, to the volcanic desert of Vralk and the weird, faroff realm of Corao, The Ninth World Guidebook explores new lands and includes adventure hooks, new creatures, new character options, and the incredible level of detail, imagination, and weirdness that is the hallmark of the Ninth World!
- Devout (NWG, 216)
Location-Based Descriptors
- Coraoan (NWG, 215)
- Desert-Dwelling (NWG, 215)
- Elychnious (NWG, 217)
- Frostborn (NWG, 217)
- Gaian (NWG, 218)
- Rayskelan (NWG, 219)
- Vraklan (NWG, 219)
Species Descriptors
- Echryni (NWG, 216)
- Proxima (NWG, 219)
See also: Numenera: The Ninth World Guidebook — Foci
Numenera: The Octopi of the Ninth World — Descriptors
The secrets of a billion-year empire.
Species Descriptors
- Octopus (NONW, 9)
See also: Numenera: The Octopi of the Ninth World — Foci
Torment: Tides of Numenera—The Explorer's Guide — Descriptors
Explore new lands. Discover new creatures. Unearth new secrets.
- Bloomborn (TTN, 142)
- Castoff (TTN, 142)
- Cautious (TTN, 144)
- Slick (TTN, 145)
Species Descriptors
- Ghibra (TTN, 149)
See also: Torment: Tides of Numenera—The Explorer's Guide — Foci
Old Gods of Appalachia — Descriptors
In the mountains of Central Appalachia, blood runs as deep as these hollers and just as dark. Since before our kind wandered into these hills, hearts of unknowable hunger and madness have slumbered beneath them.
- Beholden (OGOA, 63)
- Brash (OGOA, 63)
- Charming (OGOA, 64)
- Clever (OGOA, 64)
- Clumsy (OGOA, 65)
- Creative (OGOA, 66)
- Curious (OGOA, 66)
- Cursed (OGOA, 67)
- Dishonorable (OGOA, 67)
- Driven (OGOA, 68)
- Educated (OGOA, 68)
- Foolish (OGOA, 69)
- Graceful (OGOA, 69)
- Gracious (OGOA, 70)
- Hardy (OGOA, 70)
- Honorable (OGOA, 71)
- Industrious (OGOA, 71)
- Loyal (OGOA, 72)
- Lucky (OGOA, 72)
- Mystical (OGOA, 73)
- Neighborly (OGOA, 73)
- Offish (OGOA, 74)
- Outcast (OGOA, 74)
- Perceptive (OGOA, 75)
- Rebellious (OGOA, 75)
- Scrappy (OGOA, 76)
- Sharp-Eyed (OGOA, 76)
- Shifty (OGOA, 77)
- Skeptical (OGOA, 77)
- Skittish (OGOA, 78)
- Smart (OGOA, 78)
- Stealthy (OGOA, 78)
- Stout (OGOA, 79)
- Superstitious (OGOA, 79)
- Swift (OGOA, 80)
- Tickled (OGOA, 80)
- Tongue-Tied (OGOA, 81)
- Uncanny (OGOA, 81)
- Uppity (OGOA, 82)
- Vengeful (OGOA, 82)
See also: Old Gods of Appalachia — Types, Old Gods of Appalachia — Foci, and Old Gods of Appalachia — What's in the Book?
Old Gus' Daft Drafts — Descriptors
A collection of free, online options for your best game ever!
- Hopeless (OG-DD)
Fantasy and Fairy Tale Descriptors
Science Fiction Species Descriptors
- Asgardian (OG-DD)
- Dweenle (OG-DD)
- Elowarin (OG-DD)
- Gazurtoid (OG-DD)
- G'nunk (OG-DD)
- Humna-humna (OG-DD)
- Kaillerian (OG-DD)
- Mechan (OG-DD)
- Nekros (OG-DD)
- Nirrex (OG-DD)
- Olnosi (OG-DD)
- Queeg (OG-DD)
- Qhil (OG-DD)
- Scro (OG-DD)
- Spemin (OG-DD)
- Tabriz (OG-DD)
- Thrynn (OG-DD)
- Veloxi (OG-DD)
- Yloi (OG-DD)
See also: Old Gus' Draft Drafts — Foci, Old Gus' Draft Drafts — Flavors, and Old Gus' Draft Drafts — What's in the Book?
Path of the Planebreaker — Descriptors
Unlock the mysteries of the planes!
- Chimeran (POTP, 174)
- Inkarnate (POTP, 176)
- Laghristi (POTP, 64)
- Traveler (POTP, 172)
See also: Path of the Planebreaker — Foci and Path of the Planebreaker — What's in the Book?
Planar Character Options — Descriptors
Create awesome characters altered—or formed—by the planes!
- Cosmic Rambler (PCO, 19)
- Crossplane Refugee (PCO, 20)
- Reformed Fiend (PCO, 21)
- Fallen Celestial (PCO, 22)
Species Descriptors
- Chimeran (PCO, 6)
- Inkarnate (PCO, 8)
- Lava elf (Laghristi) (PCO, 10)
- Surk (PCO, 12)
- Traveler (PCO, 14)
- Vlaton (PCO, 16)
See also: Planar Character Options — Foci and Planar Character Options — Flavors
Predation — Descriptors
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
- Daring (PRED, 36)
- Empirical (PRED, 37)
- Savage (PRED, 38)
- Slick (PRED, 38)
- Volcanic (PRED, 38)
See also: Predation — Types, Predation — Foci, and Predation — What's in the Book?
Shotguns & Sorcery — Descriptors
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Aggressive (SS, 38)
- Connected (SS, 39)
- Cunning (SS, 39)
- Daring (SS, 40)
- Determined (SS, 40)
- Graceful (SS, 41)
- Grizzled (SS, 41)
- Hardboiled (SS, 41)
- Honorable (SS, 42)
- Insightful (SS, 42)
- Learned (SS, 42)
- Mysterious (SS, 43)
- Perceptive (SS, 43)
- Resourceful (SS, 43)
- Rich (SS, 44)
- Seductive (SS, 44)
- Stealthy (SS, 45)
- Strong (SS, 45)
- Swift (SS, 45)
- Vengeful (SS, 46)
Races
- Dwarf (SS, 18)
- Elf (SS, 19)
- Halfling (SS, 20)
- Human (SS, 21)
- Orc (SS, 22)
See also: Shotguns & Sorcery — Types, Shotguns & Sorcery — Foci, and Shotguns & Sorcery — What's in the Book?
Editor's Notes — Race in Shotguns & Sorcery determines many aspects of a PC, including starting Pools. As such, these races differ considerably from the CSRD's Dwarf, Elf, and Halfling, and from the CSRD's descriptor template in general.
The Strange — Descriptors
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
- Appealing (TS, 45)
- Brash (TS, 46)
- Clever (TS, 46)
- Fast (TS, 46)
- Graceful (TS, 46)
- Intelligent (TS, 47)
- Lucky (TS, 48)
- Sharp-Eyed (TS, 48)
- Skeptical (TS, 48)
- Stealthy (TS, 49)
- Strange (TS, 49)
- Strong (TS, 50)
- Tough (TS, 50)
See also: The Strange — Types, The Strange — Foci, and The Strange — What's in the Book?
The Strange: Alternate Origins — Descriptors
What if your character isn't from Earth? What if she came here from one of those recursions—or what if your campaign is set in Earth's shoals, in places where the characters don't even know Earth exists? What if you just want even more flexibility in how characters translate in your campaign?
- Ardeynic (TSAO, 3)
- Crowan (TSAO, 4)
- Dwarf (TSAO, 4)
- Elf (TSAO, 5)
- Fearless (TSAO, 6)
- Grey (TSAO, 7)
- Halfling (TSAO, 8)
- Hominid (TSAO, 8)
- Metaphysical (TSAO, 9)
- Mutant (TSAO, 9)
- Rebel (TSAO, 10)
- Rukian (TSAO, 10)
- Vampire (TSAO, 11)
- Wandering (TSAO, 12)
- Werewolf (TSAO, 12)
In Translation: The Strange Character Options — Descriptors
Translating to a new recursion? It's not just about visiting—it's about becoming a part of it. About becoming a different version of yourself.
- Addicted (TSCO, 16)
- Crazy (TSCO, 17)
- Creative (TSCO, 17)
- Extroverted (TSCO, 18)
- Introverted (TSCO, 18)
- Jovial (TSCO, 19)
- Kind (TSCO, 19)
- Know-It-All (TSCO, 20)
- Materialist (TSCO, 20)
- Meticulous (TSCO, 20)
- Paranoid (TSCO, 21)
- Patient (TSCO, 22)
- Poker-Faced (TSCO, 22)
- Resilient (TSCO, 23)
- Resolute (TSCO, 23)
- Slacker (TSCO, 24)
- Spiritual (TSCO, 24)
- Unforgiving (TSCO, 24)
- Vengeful (TSCO, 25)
See also: In Translation: The Strange Character Options — Foci
The Stars are Fire — Descriptors
Galaxy-spanning space opera. Near-future hard sci-fi. And everything in between.
- Calculating (SF, 210)
See also: The Stars are Fire — What's in the Book?
Tidal Blades — Descriptors
Welcome to Naviri, a peaceful paradise full of promise—and in dire need of heroes.
- Beneficent (TB, 58)
- Brash (TB, 59)
- Calm (TB, 60)
- Charming (TB, 60)
- Clever (TB, 61)
- Clumsy (TB, 61)
- Craven (TB, 62)
- Creative (TB, 62)
- Cruel (TB, 63)
- Desert-Dwelling (TB, 63)
- Dishonorable (TB, 64)
- Doomed (TB, 64)
- Driven (TB, 65)
- Exiled (TB, 65)
- Foolish (TB, 66)
- Graceful (TB, 66)
- Guarded (TB, 67)
- Honorable (TB, 67)
- Impulsive (TB, 68)
- Inquisitive (TB, 68)
- Intelligent (TB, 69)
- Intuitive (TB, 69)
- Jovial (TB, 69)
- Kind (TB, 70)
- Learned (TB, 70)
- Lucky (TB, 71)
- Mechanical (TB, 71)
- Mysterious (TB, 71)
- Mystical (TB, 72)
- Naive (TB, 72)
- Perceptive (TB, 72)
- Resilient (TB, 73)
- Risk-Taking (TB, 74)
- Rugged (TB, 74)
- Sea-Born (TB, 75)
- Sharp-Eyed (TB, 75)
- Skeptical (TB, 75)
- Stealthy (TB, 76)
- Strong (TB, 76)
- Strong-Willed (TB, 77)
- Swift (TB, 77)
- Tongue-Tied (TB, 77)
- Vengeful (TB, 78)
- Vicious (TB, 78)
Species Descriptors
- Betalod (TB, 79)
- Chameleon (TB, 80)
- Croc (TB, 81)
- Cuttlebeard (TB, 82)
- Frog (TB, 83)
- Golfin (TB, 83)
- Human (TB, 84)
- Iota (TB, 84)
- Magnafron (TB, 85)
- Mutant (TB, 88)
- Nag'i (TB, 86)
- Salamander (TB, 86)
- Turtle (TB, 87)
- Tyro (TB, 87)
See also: Tidal Blades — Types and Tidal Blades — Foci
Unmasked — Descriptors
Superpowers and horror in a dark eighties.
- Metal Head (UM, 25)
- New Wave (UM, 26)
- Punk (UM, 26)
- Show-Off (UM, 27)
See also: Unmasked — Types, Unmasked — Foci, and Unmasked — What's in the Book?
VURT — Descriptors
Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.
- Dogman (VURT, 24)
- Dogmanvurt (VURT, 34)
- Dogshadow (VURT, 26)
- Dunce (Vurtshadowdogman) (VURT, 37)
- Flake (Roboshadowdogman) (VURT, 38)
- Float (Roboshadowvurtman) (VURT, 39)
- Pure Dog (VURT, 22)
- Pure Human (VURT, 21)
- Pure Robo (VURT, 23)
- Pure Shadow (VURT, 22)
- Pure Vurt (VURT, 24)
- Robodog (VURT, 26)
- Robodogman (VURT, 32)
- Robodogshadow (VURT, 34)
- Roboman (VURT, 27)
- Robomanshad (VURT, 36)
- Robomanvurt (VURT, 36)
- Roboshad (VURT, 31)
- Roboshadowvurt (VURT, 37)
- Robovurt (VURT, 31)
- Robovurtdog (VURT, 35)
- Shadowman (VURT, 28)
- Shadowmandog (VURT, 33)
- Shadowmanvurt (VURT, 32)
- Shadowvurt (VURT, 31)
- Shadowvurtdog (VURT, 35)
- Spanner (Roboshadowvurtdog) (VURT, 39)
- Squid (Robovurtdogman) (VURT, 39)
- U-Type Shadowman (VURT, 28)
- Vurtdog (VURT, 27)
- Vurtman (VURT, 29)
See also: VURT — Types, VURT — Foci, and VURT — What's in the Book?
Chapter 8 Focus
Quick Reference: Focus
- Choosing Foci (60)
- Focus Connections (61)
- Story Behind the Focus (63)
- Foci (64)
- Creating New Foci (80)
- Focus Categories (82)
- Customizing Foci (94)
Foci
- Abides in Stone (64)
- Absorbs Energy (64)
- Awakens Dreams (64)
- Battles Robots (64)
- Bears a Halo of Fire (64)
- Befriends the Black Dog (WAAMH, 174)
- Blazes With Radiance (64)
- Brandishes an Exotic Shield (64)
- Builds Robots (65)
- Calculates the Incalculable (65)
- Channels Divine Blessings (65)
- Codes Magic Apps (IOM, 45)
- Commands Mental Powers (65)
- Conducts Weird Science (65)
- Conjures Bullets (IOM, 46)
- Consorts With the Dead (65)
- Controls Beasts (65)
- Controls Gravity (66)
- Copies Superpowers (CTS, 46)
- Crafts Illusions (66)
- Crafts Unique Objects (66)
- Curses the World (WAAMH, 174)
- Dances With Dark Matter (66)
- Defends the Gate (66)
- Defends the Weak (66)
- Descends From Nobility (67)
- Doesn't Do Much (67)
- Drives Like a Maniac (67)
- Emerged From the Obelisk (67)
- Employs Magnetism (67)
- Entertains (67)(Errata)
- Exists in Two Places at Once (67)
- Exists Partially Out of Phase (68)
- Explores Dark Places (68)
- Feigns No Fear (WAAMH, 175)
- Fights Dirty (68)
- Fights With Panache (68)
- Flies Faster Than a Bullet (68)
- Focuses Mind Over Matter (68)
- Fuses Flesh and Steel (69)
- Fuses Mind and Machine (69)
- Grows to Towering Heights (69)
- Has A Thousand Faces (CTS, 46)
- Helps Their Friends (69)
- Howls at the Moon (69)
- Hunts (69)
- Hunts Witches (IOM, 48)
- Ignores Physical Distance (CTS, 46)
- Infiltrates (70)
- Inks Spells on Skin (IOM, 50)
- Interprets the Law (70)
- Is a Car Wizard (IOM, 52)
- Is Idolized by Millions (70)
- Is Licensed to Carry (70)
- Is Wanted by the Law (70)
- Keeps a Magic Ally (71)
- Leads (71)
- Learned from the Classics (IOM, 54)
- Learns Quickly (71)
- Lived Among the Fey (WAAMH, 175)
- Lives in the Wilderness (71)
- Looks for Trouble (71)
- Loves the Void (71)
- Made a Deal With Death (WAAMH, 175)
- Masters Defense (72)
- Masters Spells (72)
- Masters the Swarm (72)
- Masters Weaponry (72)
- Merges Mind With Machine (RR, 119)
- Metes Out Justice (72)
- Moves Like a Cat (73)
- Moves Like the Wind (73)
- Murders (73)
- Needs No Weapon (73)
- Never Says Die (73)
- Operates Undercover (73)
- Performs Feats of Strength (73)
- Pilots Starcraft (74)
- Practices Moon Magic (IOM, 56)
- Prepped for the End (RR, 120)
- Plays Too Many Games (74)
- Rages (74)
- Raids (RR, 122)
- Remembers the Past (RR, 123)
- Rides the Lightning (74)
- Runs Away (74)
- Sailed Beneath the Jolly Roger (74)
- Scavenges (75)
- Sculpts Hard Light (CTS, 46)
- Sees Beyond (75)
- Separates Mind From Body (75)
- Sheds Their Skin (WAAMH, 176)
- Shepherds the Community (75)
- Shepherds Spirits (76)
- Shreds the Walls of the World (76)
- Shrinks to Minute Size (CTS, 47)
- Siphons Power (76)
- Slays Monsters (76)
- Soars on Amazing Wings (CTS, 47)
- Solves Mysteries (77)
- Speaks for the Land (77)
- Stands Like a Bastion (77)
- Steers the Coven (IOM, 58)
- Stretches (CTS, 47)
- Takes Animal Shape (GF, 24)(CTS, 47)
- Talks to Machines (77)
- Throws With Deadly Accuracy (77)
- Thunders (77)
- Touches the Sky (CTS, 47)
- Transmits Energy (IOM, 59)
- Travels Through Time (77)
- Turns Decay to Growth (IOM, 60)
- Uses Wild Magic (GF, 25)
- Walks the Wasteland (RR, 124)
- Walks the Wild Woods (GF, 25)
- Was Foretold (78)
- Wears a Sheen of Ice (78)
- Wears Power Armor (78)
- Wields an Enchanted Weapon (GF, 26)(CTS, 48)
- Wields Invisible Force (CTS, 48)
- Wields Two Weapons at Once (78)
- Works for a Living (78)
- Works Miracles (79)
- Works the Back Alleys (79)
- Works the System (79)
- Would Rather Be Reading (79)
Suggested Foci by Genre
- Fairy Tale (WAAMH, 66)
- Fantasy (OG-CSRD)
- Historical (OG-CSRD)
- Horror (OG-CSRD)
- Modern (OG-CSRD)
- Modern Magic (IOM, 44)
- Post-Apocalyptic (OG-CSRD)
- Psionic (OG-CSRD)
- Science Fiction (OG-CSRD)
- Superheroes (OG-CSRD)
Related Sections
- Additional Foci (OG-CSRD)
(Cypher System Rulebook, page 60)
Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It's the verb of the sentence "I am an adjective noun who verbs."
This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.
In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.
Choosing Foci
(Cypher System Rulebook, page 60)
Not all foci are appropriate for every genre. Part 3: Genres provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.
When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that's constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don't require additional equipment.
Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.
A couple of foci presented in this chapter provide a "type swap option" that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn't have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.
As a character progresses to a new tier, a focus grants more abilities. Each tier's benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it's not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.
Each tier's benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.
At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.
Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory).
Focus Connections
(Cypher System Rulebook, page 61)
Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.
- Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.
- Pick one other PC. You knew of that character years ago, but you don't think they knew you.
- Pick one other PC. You're always trying to impress them, but you're not sure why.
- Pick one other PC. That character has a habit that annoys you, but you're otherwise quite impressed with their abilities.
- Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other focus-provided attribute. You would like to train them, but you're not necessarily qualified to teach (that's up to you), and they might not be interested (that's up to them).
- Pick one other PC. If they are within immediate range when you're in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).
- Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn't; it's just part of the job.
- Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.
- Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.
- Pick one other PC. That character comes from the same place you do, and you knew each other as children.
- Pick one other PC. In the past, they taught you a few tricks to use in a fight.
- Pick one other PC. That character doesn't seem to approve of your methods.
- Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you "cheated" in their eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, though that's up to them.
- Pick one other PC. You are always trying to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you're romantically interested in them.
- Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
- Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.
- Pick one other PC. You were once hired to track down someone who was close to that character.
- Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.
- Pick one other PC. You're not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.
- Pick one other PC. You recently had a possession go missing, and you're becoming convinced that they took it. Whether or not they did is up to them.
- Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.
- Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.
- Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.
- Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.
- Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.
- Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.
- Pick one other PC. Their occasional clumsiness and loud behavior irritate you.
- Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.
- Pick one other PC. They owe you a significant amount of money.
- Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.
- Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You're fine now, but you're wary around them.
- Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).
- Pick one other PC. They called you a coward once.
- Pick one other PC. That character always recognizes you or your handiwork, whether you're in disguise or are long gone when they arrive on the scene.
- Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn't wake for three days. Whether they forgive you or not is up to them.
- Pick one other PC. You are pretty sure you are related in some fashion.
- Pick one other PC. You accidentally learned something they were trying to keep a secret.
- Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.
- Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.
- Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement.
- Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of training or favorite hobby in the highest regard.
- Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.
- Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.
- Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the "secret" behind your story, though that's up to them.
- Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.
- Pick one other PC. That character's face is so intriguing to you in a way you don't understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.
- Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)
- Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the job.
- Pick one other PC. You worked together in the past, and the job ended badly.
- Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability's ranges is doubled.
Story Behind the Focus
(Cypher System Rulebook, page 63)
The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.
For instance, if you choose Operates Undercover, the summarizing description is "Under the guise of someone else, you seek to find answers the powerful do not want divulged." If you choose Conducts Weird Science, the summary is "Your preternatural insight and ability make you a scientist capable of amazing feats." These descriptions provide what you need to know to use the focus.
However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that's relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.
-
Operates Undercover: Espionage is not something you know anything about. At least, that's what you want everyone to believe, because in truth, you've been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.
Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.
You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you've chosen requires you to look like someone else.
-
Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what's possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what's possible.
You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.
If you want to go even further, you could determine where a character's focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained, it's also enough that they just work.
Foci
(Cypher System Rulebook, page 64)
The full description for each focus ability listed in this section is found in Chapter 9: Abilities, which has descriptions for type, flavor, and focus abilities in a single vast catalog.
Abides in Stone
(Cypher System Rulebook, page 64)
Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.
- Tier 1: Golem Body (145)
- Tier 1: Golem Healing (145)
- Tier 2: Golem Grip (145)
- Tier 3: Trained Basher (193)
- Tier 3: Golem Stomp (145) or Weaponization (197)
- Tier 4: Deep Reserves (126)
- Tier 5: Specialized Basher (185)
- Tier 5: Still As a Statue (186)
- Tier 6: Ultra Enhancement (194) or Mind Surge (162)
GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.
Absorbs Energy
(Cypher System Rulebook, page 64)
You can harness kinetic energy and transform it into other kinds of energy.
- Tier 1: Absorb Kinetic Energy (108)
- Tier 1: Release Energy (175)
- Tier 2: Energize Object (134)
- Tier 3: Absorb Pure Energy (108) or Improved Absorb Kinetic Energy (151)
- Tier 4: Overcharge Energy (168)
- Tier 5: Energize Creature (134)
- Tier 6: Energize Crowd (134) or Overcharge Device (168)
GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.
Awakens Dreams
(Cypher System Rulebook, page 64)
You can pull images from dreams and bring them to life in the waking world.
- Tier 1: Dreamcraft (132)
- Tier 1: Oneirochemy (167)
- Tier 2: Dream Thief (132)
- Tier 3: Dream Becomes Reality (132) or Enhanced Intellect (135)
- Tier 4: Daydream (124)
- Tier 5: Nightmare (165)
- Tier 6: Chamber of Dreams (119) or Reactive Field (174)
GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.
Battles Robots
(Cypher System Rulebook, page 64)
You excel in battling robots, automatons, and machine entities.
- Tier 1: Machine Vulnerabilities (159)
- Tier 1: Tech Skills (189)
- Tier 2: Defense Against Robots (126)
- Tier 2: Machine Hunting (159)
- Tier 3: Disable Mechanisms (128) or Surprise Attack (188)
- Tier 4: Robot Fighter (178)
- Tier 5: Drain Power (131)
- Tier 6: Deactivate Mechanisms (125) or Lethal Damage (158)
GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.
Bears a Halo of Fire
(Cypher System Rulebook, page 64)
You can sheath your body in flames, which protects you and harms your foes.
- Tier 1: Shroud of Flame (183)
- Tier 2: Hurl Flame (149)
- Tier 3: Wings of Fire (199) or Fiery Hand of Doom (139)
- Tier 4: Flameblade (140)
- Tier 5: Fire Tendrils (140)
- Tier 6: Fire Servant (140) or Inferno Trail (153)
GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.
Befriends the Black Dog
(We Are All Mad Here, page 174)
Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
Focus Note: Your companion is a black dog of any size or shape. It can be any form—living, dead, crafted (such as a puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that only dogs can offer.
- Tier 1: Beast Companion (112)
- Tier 2: Ribbons of Dark Matter (178)
- Tier 3: Dark Matter Shroud (124) or Stronger Together (187)
- Tier 4: Improved Companion (151)
- Tier 5: Dark Matter Structure (124)
- Tier 6: As If One Creature (110) or Embraced by Darkness (133)
Blazes With Radiance
(Cypher System Rulebook, page 64)
You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.
- Tier 1: Enlightened (136)
- Tier 1: Illuminating Touch (150)
- Tier 2: Dazzling Sunburst (125)
- Tier 3: Burning Light (116) or Skill With Defense (183)
- Tier 4: Sunlight (188)
- Tier 5: Disappear (128)
- Tier 6: Living Light (158) or Defensive Field (127)
GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.
Brandishes an Exotic Shield
(Cypher System Rulebook, page 64)
You deploy an amazing shield of pure force that provides protection and some offensive options.
- Tier 1: Force Field Shield (143)
- Tier 1: Force Bash (142)
- Tier 2: Enveloping Shield (136)
- Tier 3: Healing Pulse (148) or Throw Force Shield (191)
- Tier 4: Energized Shield (134)
- Tier 5: Force Wall (143)
- Tier 6: Bouncing Shield (115) or Shield Burst (182)
GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.
Builds Robots
(Cypher System Rulebook, page 65)
Your robotic creations do as they are commanded.
- Tier 1: Robot Assistant (178)
- Tier 1: Robot Builder (178)
- Tier 2: Robot Control (178)
- Tier 3: Expert Follower (137) or Skill With Defense (183)
- Tier 4: Robot Upgrade (179)
- Tier 5: Robot Fleet (179)
- Tier 6: Robot Evolution (178) or Robot Upgrade (179)
GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.
Calculates the Incalculable
(Cypher System Rulebook, page 65)
Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.
- Tier 1: Predictive Equation (171)
- Tier 1: Higher Mathematics (149)
- Tier 2: Predictive Model (171)
- Tier 3: Subconscious Defense (187) or Enhanced Intellect (135)
- Tier 4: Cognizant Offense (119)
- Tier 5: Greater Enhanced Intellect (146)
- Tier 5: Further Mathematics (144)
- Tier 6: Knowing the Unknown (156) or Greater Enhanced Intellect (146)
GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.
Channels Divine Blessings
(Cypher System Rulebook, page 65)
A devout follower of a divine being, you channel some of your deity's power to achieve wonders.
- Tier 1: Blessing of the Gods (114)
- Tier 2: Enhanced Intellect (135)
- Tier 3: Divine Radiance (130) or Fire Bloom (140)
- Tier 4: Overawe (168)
- Tier 5: Divine Intervention (130)
- Tier 6: Divine Symbol (131) or Summon Demon (188)
GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings.
Codes Magic Apps
(It's Only Magic, page 45)
You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes, sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your clothing).
Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket, failing grade, clingy relationship, and so on).
- Pick one other PC. You know they know an embarrassing or incriminating secret about you.
- Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range, your tasks with computers and magical lore are hindered.
- Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively creating a duplicate of one of yours).
- Tier 1: Magical Programmer (IOM, 45)
- Tier 2: App Tinkerer (IOM, 45)
- Tier 3: Confidence Artist (121) or Master Magical Programmer (IOM, 45)
- Tier 4: Magical App Hacker (IOM, 45)
- Tier 5: Knowing the Unknown (156)
- Tier 6: Call in Favor (117) or Usurp Cypher (195)
Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
Curses the World
(We Are All Mad Here, page 174)
Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones from being hurt again).
- Tier 1: Terrifying Presence (190)
- Tier 2: Erase Memories (136)
- Tier 3: Psychosis (172) or Discerning Mind (129)
- Tier 4: Mind Games (162)
- Tier 5: Foul Aura (143)
- Tier 6: Word of Command (199) or Break Their Mind (116)
Commands Mental Powers
(Cypher System Rulebook, page 65)
You have honed the power of your mind to perform amazing psychic deeds.
- Tier 1: Telepathic (189)
- Tier 2: Mind Reading (162)
- Tier 3: Psychic Burst (172) or Psychic Suggestion (172)
- Tier 4: Use Senses of Others (195)
- Tier 5: Precognition (171)
- Tier 6: Mind Control (162) or Telepathic Network (190)
GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the character's mind.
Conducts Weird Science
(Cypher System Rulebook, page 65)
Your preternatural insight and ability make you a scientist capable of amazing feats.
- Tier 1: Lab Analysis (157)
- Tier 1: Knowledge Skills (157)
- Tier 2: Modify Device (164)
- Tier 3: Better Living Through Chemistry (113) or Incredible Health (153)
- Tier 4: Knowledge Skills (157)
- Tier 4: Just a Bit Mad (156)
- Tier 5: Weird Science Breakthrough (197)
- Tier 6: Incredible Feat of Science (153)
- Tier 6: Inventor (155) or Defensive Field (127)
GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.
Conjures Bullets
(It's Only Magic, page 46)
You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer, a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster, spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells, preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch clothing.
Additional Equipment: Medium or heavy handgun.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've forgiven you or still resent you for it.
- Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do with your own spells, but the PC must be touching your gun while you fire it.
- Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
- Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a whisper to them.
- Tier 1: Practiced With Guns (171)
- Tier 1: Spell Bullet (IOM, 47)
- Tier 2: Gun Jammer (IOM, 47, 75)
- Tier 3: Iron Eye (IOM, 47) or Trained Guncasting (IOM, 47)
- Tier 4: Hasty Guncasting (IOM, 47)
- Tier 5: Bullet Jaunt (IOM, 47)
- Tier 6: Deadeye (IOM, 47) or Special Shot (184)
Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
Consorts With the Dead
(Cypher System Rulebook, page 65)
The dead answer your questions, and their reanimated corpses serve you.
- Tier 1: Speaker for the Dead (184)
- Tier 2: Necromancy (165)
- Tier 3: Reading the Room (175) or Repair Flesh (176)
- Tier 4: Greater Necromancy (147)
- Tier 5: Terrifying Gaze (190)
- Tier 6: True Necromancy (194) or Word of Death (200)
GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
Controls Beasts
(Cypher System Rulebook, page 65)
Your ability to communicate and lead beasts is uncanny.
- Tier 1: Beast Companion (112)
- Tier 2: Soothe the Savage (184)
- Tier 2: Communication (121)
- Tier 3: Mount (164) or Stronger Together (187)
- Tier 4: Beast Eyes (112)
- Tier 4: Improved Companion (151)
- Tier 5: Beast Call (112)
- Tier 6: As If One Creature (110) or Control the Savage (122)
GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.
Controls Gravity
(Cypher System Rulebook, page 66)
You can sway the attraction of gravity itself.
- Type Swap Option: Weighty (197)
- Tier 1: Hover (149)
- Tier 2: Enhanced Speed Edge (135)
- Tier 3: Define Down (127) or Gravity Cleave (146)
- Tier 4: Field of Gravity (139)
- Tier 5: Flight (141)
- Tier 6: Improved Gravity Cleave (151) or Weight of the World (197)
GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.
Copies Superpowers
(Claim the Sky, page 46)
You can copy others' skills, abilities, and superpowers.
- Tier 1: Flex Skill (141)
- Tier 1: Flex Skill (141)
- Tier 2: Copy Power (CTS, 51)
- Tier 3: Steal Power (CTS, 56) or Wildcard Powers (CTS, 56)
- Tier 4: Improved Copying (CTS, 53)
- Tier 5: Power Memory (CTS, 55)
- Tier 6: Amazing Copying (CTS, 48) or Multiple Copying (CTS, 54)
GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts).
Crafts Illusions
(Cypher System Rulebook, page 66)
You fashion images from light that are so perfect they seem real.
- Tier 1: Minor Illusion (162)
- Tier 2: Illusory Disguise (150)
- Tier 3: Cast Illusion (118) or Major Illusion (160)
- Tier 4: Illusory Selves (150)
- Tier 5: Terrifying Image (190)
- Tier 6: Grandiose Illusion (146) or Permanent Illusion (169)
GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment.
Crafts Unique Objects
(Cypher System Rulebook, page 66)
You're an inventor of strange and useful objects.
- Tier 1: Crafter (122)
- Tier 1: Master Identifier (160)
- Tier 2: Artifact Tinkerer (110)
- Tier 2: Quick Work (174)
- Tier 3: Master Crafter (160) or Built-In Weaponry (116)
- Tier 4: Cyphersmith (124)
- Tier 5: Innovator (154)
- Tier 6: Inventor (155) or Fusion Armor (144)
GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.
Dances with Dark Matter
(Cypher System Rulebook, page 66)
You can manipulate shadow and "dark" matter.
- Tier 1: Ribbons of Dark Matter (178)
- Tier 2: Void Wings (196)
- Tier 3: Dark Matter Shroud (124) or Dark Matter Strike (124)
- Tier 4: Dark Matter Shell (124)
- Tier 5: Windwracked Traveler (199)
- Tier 6: Dark Matter Structure (124) or Embrace the Night (133)
GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.
Defends the Gate
(Cypher System Rulebook, page 66)
Everyone wants you on their side when it comes to a fight because nothing gets by you.
- Tier 1: Fortified Position (143)
- Tier 1: Rally to Me (174)
- Tier 2: Mind for Might (162)
- Tier 3: Fortification Builder (143) or Divert Attacks (130)
- Tier 4: Greater Enhanced Might (146)
- Tier 5: Reinforcing Field (175)
- Tier 6: Generate Force Field (145) or Stun Attack (187)
GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.
Defends the Weak
(Cypher System Rulebook, page 66)
You stand up for the helpless, the weak, and the unprotected.
- Tier 1: Courageous (122)
- Tier 1: Warding Shield (196)
- Tier 2: Devoted Defender (128)
- Tier 2: Insight (154)
- Tier 3: Dual Wards (132) or True Guardian (194)
- Tier 4: Combat Challenge (120)
- Tier 5: Willing Sacrifice (199)
- Tier 6: Resuscitate (177) or True Defender (194)
GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.
Descends From Nobility
(Cypher System Rulebook, page 66)
A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.
- Type Swap Option: Retinue (177)
- Tier 1: Privileged Nobility (172)
- Tier 2: Trained Interlocutor (193)
- Tier 3: Advanced Command (108) or Noble's Courage (166)
- Tier 4: Expert Follower (137)
- Tier 5: Asserting Your Privilege (110)
- Tier 6: Able Assistance (108) or Mind of a Leader (162)
GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.
Doesn't Do Much
(Cypher System Rulebook, page 66)
You're a slacker, but you know a little about a lot of things.
- Tier 1: Life Lessons (158)
- Tier 2: Totally Chill (192)
- Tier 3: Skill With Attacks (183) or Improvise (183)
- Tier 4: Life Lessons (158)
- Tier 4: Greater Skill With Defense (147)
- Tier 5: Greater Enhanced Potential (146)
- Tier 6: Drawing on Life's Experiences (131) or Quick Wits (174)
GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.
Drives Like a Maniac
(Cypher System Rulebook, page 66)
Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't think about the risks when you're behind the wheel.
- Tier 1: Driver (132)
- Tier 1: Driving on the Edge (132)
- Tier 2: Car Surfer (118)
- Tier 2: Stare Them Down (186)
- Tier 3: Expert Driver (137) or Enhanced Speed Edge (135)
- Tier 4: Sharp-Eyed (182)
- Tier 4: Enhanced Speed (135)
- Tier 5: Something in the Road (184)
- Tier 6: Trick Driver (194) or Lethal Damage (158)
GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.
Emerged From the Obelisk
(Cypher System Rulebook, page 66)
Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.
- Tier 1: Crystalline Body (123)
- Tier 2: Hover (149)
- Tier 3: Inhabit Crystal (154) or Immovable (150)
- Tier 4: Crystal Lens (123)
- Tier 5: Resonant Frequency (177)
- Tier 6: Resonant Quake (177) or Return to the Obelisk (177)
GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands.
Employs Magnetism
(Cypher System Rulebook, page 66)
You command metal and the power of magnetism.
- Tier 1: Move Metal (164)
- Tier 2: Repel Metal (176)
- Tier 3: Destroy Metal (127) or Guide Bolt (147)
- Tier 4: Magnetic Field (159)
- Tier 5: Command Metal (120)
- Tier 6: Diamagnetism (128) or Iron Punch (155)
GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.
Entertains
(Cypher System Rulebook, page 66)(Errata)
You perform, mostly for the benefit of others.
- Tier 1: Levity (158)
- Tier 2: Inspiring Ease (154)
- Tier 3: Knowledge Skills (157) or Greater Enhanced Potential (146)
- Tier 4: Calm (118)
- Tier 5: Able Assistance (108)
- Tier 6: Master Entertainer (160)(Errata) or Vindictive Performance (196)
GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.
Editor's Notes — The CSRD corrects a misprint in the Cypher System Rulebook, which lists Inspiration instead of Inspiring Ease at tier 2. Master Entertainer was also amended to reflect this change. These corrections are also present in deluxe editions of the Cypher System Rulebook.
Exists in Two Places at Once
(Cypher System Rulebook, page 66)
You exist in two places at once.
- Tier 1: Duplicate (132)
- Tier 2: Share Senses (182)
- Tier 3: Superior Duplicate (188) or Resilient Duplicate (176)
- Tier 4: Damage Transference (124)
- Tier 5: Coordinated Effort (122)
- Tier 6: Multiplicity (165) or Resilient Duplicate (176)
GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.
Exists Partially Out of Phase
(Cypher System Rulebook, page 68)
A bit translucent, you're slightly out of phase and can move through solid objects.
- Tier 1: Walk Through Walls (196)
- Tier 2: Defensive Phasing (127)
- Tier 3: Phased Attack (170) or Phase Door (170)
- Tier 4: Ghost (145)
- Tier 5: Untouchable (195)
- Tier 6: Enhanced Phased Attack (135) or Phase Foe (170)
GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.
Explores Dark Places
(Cypher System Rulebook, page 68)
You're the archetypal treasure hunter, scavenger, and finder of lost things.
- Tier 1: Superb Explorer (188)
- Tier 2: Superb Infiltrator (188)
- Tier 2: Eyes Adjusted (138)
- Tier 3: Nightstrike (166) or Slippery Customer (183)
- Tier 4: Hard-Won Resilience (148)
- Tier 5: Dark Explorer (124)
- Tier 6: Blinding Attack (115) or Embraced by Darkness (133)
GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.
Feigns No Fear
(We Are All Mad Here, page 175)
Everyone thinks you're brave, intrepid—fearless, even. They tell stories about you, the person who's never felt fear, how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up first on the battle line to holler "Seven in one blow!"
- Tier 1: Surging Confidence (188)
- Tier 2: Impressive Display (151)
- Tier 3: Flamboyant Boast (140) or Outlaw Reputation (168)
- Tier 4: Combat Challenge (120)
- Tier 5: Band of Desperados (112)
- Tier 6: Finishing Blow (140) or Heroic Monster Bane (149)
Fights Dirty
(Cypher System Rulebook, page 68)
You'll do anything to win a fight: bite, scratch, kick, trick, and worse.
- Tier 1: Tracker (193)
- Tier 1: Stalker (186)
- Tier 2: Sneak (183)
- Tier 2: Quarry (173)
- Tier 3: Betrayal (113) or Surprise Attack (188)
- Tier 4: Mind Games (162)
- Tier 4: Capable Warrior (118)
- Tier 5: Using the Environment (195)
- Tier 6: Twisting the Knife (194) or Murderer (165)
GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.
Fights With Panache
(Cypher System Rulebook, page 68)
You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.
- Tier 1: Attack Flourish (111)
- Tier 2: Quick Block (173)
- Tier 3: Acrobatic Attack (108) or Flamboyant Boast (140)
- Tier 4: Block for Another (115)
- Tier 4: Fast Kill (138)
- Tier 5: Using the Environment (195)
- Tier 6: Agile Wit (109) or Return to Sender (177)
GM Intrusions: The display comes off looking silly, clumsy, or unattractive.
Flies Faster than a Bullet
(Cypher System Rulebook, page 68)
You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?
- Tier 1: Hover (149)
- Tier 2: Greater Enhanced Potential (146)
- Tier 3: Hidden Reserves (149) or See Through Matter (180)
- Tier 4: Blink of an Eye (115)
- Tier 4: Up to Speed (195)
- Tier 5: Not Dead Yet (166)
- Tier 6: Burning Light (116) or Ignore Affliction (150)
GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities.
Focuses Mind Over Matter
(Cypher System Rulebook, page 68)
You can telekinetically move objects with your mind without physically touching them.
- Tier 1: Divert Attacks (130)
- Tier 2: Telekinesis (189)
- Tier 3: Cloak of Opportunity (119) or Enhance Strength (134)
- Tier 4: Apportation (110)
- Tier 5: Psychokinetic Attack (172)
- Tier 6: Improved Apportation (151) or Reshape (176)
GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.
Fuses Flesh and Steel
(Cypher System Rulebook, page 69)
Your body is part machine.
- Tier 1: Enhanced Body (134)
- Tier 2: Interface (155)
- Tier 3: Sensing Package (181) or Weaponization (197)
- Tier 4: Fusion (144)
- Tier 5: Deep Reserves (126)
- Tier 6: Mind Surge (162) or Ultra Enhancement (194)
GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.
Fuses Mind and Machine
(Cypher System Rulebook, page 69)
Electronic aids implanted in your brain make you a mental powerhouse.
- Tier 1: Enhanced Intellect (135)
- Tier 1: Knowledge Skills (157)
- Tier 2: Network Tap (165)
- Tier 3: Action Processor (108) or Machine Telepathy (159)
- Tier 4: Greater Enhanced Intellect (146)
- Tier 4: Knowledge Skills (157)
- Tier 5: See the Future (180)
- Tier 6: Machine Enhancement (159) or Mind Surge (162)
GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don't trust a person who isn't fully organic.
Grows to Towering Heights
(Cypher System Rulebook, page 69)
For brief periods, you can grow larger and, with enough experience, to towering heights.
- Tier 1: Enlarge (135)
- Tier 1: Freakishly Large (143)
- Tier 2: Bigger (113)
- Tier 2: Advantages of Being Big (109)
- Tier 3: Huge (149) or Throw (191)
- Tier 4: Grab (146)
- Tier 5: Gargantuan (144)
- Tier 6: Colossal (120) or Lethal Damage (158)
GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.
Has A Thousand Faces
(Claim the Sky, page 46)
You can change your appearance to look like anyone else.
- Tier 1: Face Morph (138)
- Tier 1: Interaction Skills (155)
- Tier 2: Body Morph (CTS, 49)
- Tier 2: War Flesh (CTS, 56)
- Tier 3: Disguise Other (CTS, 52) or Resilience (176)
- Tier 4: Ageless (CTS, 48)
- Tier 4: Think Your Way Out (191)
- Tier 5: Memory Becomes Action (161)
- Tier 6: Divide Your Mind (130) or Infer Thoughts (153)
GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
Helps Their Friends
(Cypher System Rulebook, page 69)
You love your friends and help them out of any difficulty, no matter what.
- Type Swap Option: Advice From a Friend (109)
- Tier 1: Friendly Help (143)
- Tier 1: Courageous (122)
- Tier 2: Weather the Vicissitudes (197)
- Tier 3: Buddy System (116) or Skill With Attacks (183)
- Tier 4: In Harm's Way (152)
- Tier 4: Enhanced Physique (135)
- Tier 5: Inspire Action (154)
- Tier 6: Deep Consideration (126) or Skill With Defense (183)
GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.
Howls at the Moon
(Cypher System Rulebook, page 69)
For brief periods, you become a fearsome and powerful creature with control issues.
- Tier 1: Beast Form (112)
- Tier 2: Controlled Change (122)
- Tier 3: Bigger Beast Form (113) or Greater Beast Form (146)
- Tier 4: Greater Controlled Change (146)
- Tier 5: Enhanced Beast Form (134)
- Tier 6: Lethal Damage (158) or Perfect Control (169)
GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.
Hunts
(Cypher System Rulebook, page 69)
You are a stalking hunter who excels at bringing down your selected quarry.
- Tier 1: Attack Flourish (111)
- Tier 1: Tracker (193)
- Tier 2: Quarry (173)
- Tier 2: Sneak (183)
- Tier 3: Horde Fighting (149) or Sprint and Grab (186)
- Tier 4: Surprise Attack (188)
- Tier 5: Hunter's Drive (149)
- Tier 6: Greater Skill With Attacks (147) or Multiple Quarry (164)
GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
Hunts Witches
(It's Only Magic, page 48)
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a pouch of magic-thwarting herbs given to you by your mentor.
Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the years (or decades or centuries) with their advice and discoveries about witches.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
- Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets over other people.
- Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
- Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that convinced you to start hunting witches.
- Tier 1: Witch Bane (IOM, 49)
- Tier 1: Witch Lore (IOM, 49)
- Tier 2: Will of Legend (199)
- Tier 3: Improved Witch Bane (IOM, 49) or Misdirect (IOM, 49)
- Tier 4: Countercharm (IOM, 49)
- Tier 5: Greater Skill With Attacks (147)
- Tier 6: Hard to Kill (148) or Heroic Witch Bane (IOM, 49)
Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but they're still able to defend themselves).
Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its courage and think of a new strategy.
Ignores Physical Distance
(Claim the Sky, page 46)
You can teleport from one place to another by briefly passing through a parallel dimension.
- Tier 1: Dimensional Squeeze (CTS, 52)
- Tier 2: Opportunist (167)
- Tier 3: Defensive Blinking (CTS, 52) or Teleportation Burst (CTS, 56)
- Tier 4: Short Teleportation (CTS, 55)
- Tier 5: Medium Teleportation (CTS, 53)
- Tier 6: Teleportation (190) or Teleportive Wound (CTS, 56)
GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) continues through the teleport, injuring the character.
Infiltrates
(Cypher System Rulebook, page 70)
Subtlety, guile, and stealth allow you to get in where others can't.
- Tier 1: Stealth Skills (186)
- Tier 1: Sense Attitudes (181)
- Tier 2: Impersonate (151)
- Tier 2: Flight Not Fight (141)
- Tier 3: Awareness (111) or Skill With Attacks (183)
- Tier 4: Invisibility (155)
- Tier 5: Evasion (136)
- Tier 6: Brainwashing (116) or Spring Away (186)
GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.
Inks Spells on Skin
(It's Only Magic, page 50)
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a spellcaster.
Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any given time, and the other is merely an interesting design until you change your readied spell for that tier. To change one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in meditation, after which you can swap one readied spell.
Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven them or not.
- Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not be interested in learning it.
- Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where your corresponding tattoo is.
- Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense their general direction and distance from you.
- Tier 1: Fleet of Foot (141) and Poison Touch (IOM, 50)
- Tier 2: Eclipse (IOM, 50) and Mist Form (IOM, 50)
- Tier 3: Command (120), Lightning Flash (IOM, 51), or Outwit (168) (choose two)
- Tier 4: Elemental Protection (133) and Incapacitate (IOM, 51)
- Tier 5: Bypass Barrier (116) and Granite Wall (146)
- Tier 6: Divide Your Mind (130), Petrify (IOM, 51), or Summon Demon (188) (choose two)
Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
Editor's Notes — For the Inks Spells on Skin focus, the ability choices at tiers 3 and 6 allow you to choose two abilities. You can keep one of your chosen abilities at the ready, as detailed under Readying Spell Tattoos.
Interprets the Law
(Cypher System Rulebook, page 70)
You excel at winning others over to your views.
- Tier 1: Opening Statement (167)
- Tier 1: Knowledge of the Law (156)
- Tier 2: Debate (126)
- Tier 3: Able Assistance (108) or Enhanced Intellect Edge (135)
- Tier 4: Castigate (118)
- Tier 5: No One Knows Better (166)
- Tier 6: Greater Enhanced Potential (146) or Legal Intern (157)
GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off the rails.
Is A Car Wizard
(It's Only Magic, page 52)
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that interferes with your ability to control a car or cast a spell.
Additional Equipment: A reasonably fast car.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't taken you up on it yet.
- Pick one other PC. You were the getaway driver for them once in the past—perhaps for something criminal, a car stunt for a viral video, or to avoid a bad situation.
- Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they somehow weren't hurt at all.
- Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in contact with that person in a while.
- Tier 1: Driver (132)
- Tier 2: One Hand on the Wheel (IOM, 53)
- Tier 2: Car Magic (IOM, 53)
- Tier 3: Expert Driver (137) or Perfect Parking Space (IOM, 53)
- Tier 4: Enhanced Intellect (133)
- Tier 5: Deer in the Headlights (IOM, 53)
- Tier 6: Spells Have No Speed Limit (IOM, 53) or Trick Driver (194)
Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a direction of your choice.
Major Effect Suggestion: The foe is knocked prone and loses their next action.
Is Idolized by Millions
(Cypher System Rulebook, page 70)
You're a celebrity and most people adore you.
- Tier 1: Entourage (136)
- Tier 1: Celebrity Talent (119)
- Tier 2: Perks of Stardom (169)
- Tier 3: Incredible Health (153) or Skill With Attacks (183)
- Tier 4: Captivate With Starshine (118)
- Tier 4: Expert Follower (137)
- Tier 5: Do You Know Who I Am? (131)
- Tier 6: Transcend the Script (193) or Improved Companion (151)
GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.
Is Licensed to Carry
(Cypher System Rulebook, page 70)
You carry a gun and you know how to use it in a fight.
- Tier 1: Gunner (147)
- Tier 1: Practiced With Guns (171)
- Tier 2: Careful Shot (118)
- Tier 3: Trained Gunner (193) or Damage Dealer (124)
- Tier 4: Snap Shot (183)
- Tier 5: Arc Spray (110)
- Tier 6: Special Shot (184) or Lethal Damage (158)
GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.
Is Wanted by the Law
(Cypher System Rulebook, page 70)
"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a mistake that snowballed out of control or you actually would kill someone just for looking at you.
- Tier 1: Enhanced Speed (135)
- Tier 1: Danger Sense (124)
- Tier 2: Surprise Attack (188)
- Tier 3: Outlaw Reputation (168) or Successive Attack (187)
- Tier 4: Fast Kill (138)
- Tier 5: Band of Desperados (112)
- Tier 6: Not Dead Yet (166) or Lethal Damage (158)
GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.
Keeps a Magic Ally
(Cypher System Rulebook, page 71)
An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.
- Tier 1: Bound Magic Creature (115)
- Tier 2: Object Bond (167)
- Tier 2: Hidden Closet (149)
- Tier 3: Minor Wish (162) or Mount (164)
- Tier 4: Improved Object Bond (152)
- Tier 5: Moderate Wish (163)
- Tier 6: Object Bond Mastery (167) or Trust to Luck (194)
GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.
Leads
(Cypher System Rulebook, page 71)
Your natural leadership capability allows you to command others, including a loyal band of followers.
- Tier 1: Natural Charisma (165)
- Tier 1: Good Advice (145)
- Tier 2: Enhanced Potential (135)
- Tier 2: Basic Follower (112)
- Tier 3: Advanced Command (108) or Expert Follower (137)
- Tier 4: Captivate or Inspire (118)
- Tier 5: Greater Enhanced Potential (146)
- Tier 6: Band of Followers (112) or Mind of a Leader (162)
GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.
Learned From the Classics
(It's Only Magic, page 54)
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers. You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician who's always eager to learn more—evidenced by your lengthy reading list.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and research.
- Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
- Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
- Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic, ethics, and so on).
- Tier 1: Enhanced Intellect (135)
- Tier 1: Library Life (IOM, 54)
- Tier 2: Flex Skill (141)
- Tier 3: Enhanced Intellect Edge (135) or Repeated Rituals (IOM, 54)
- Tier 4: Knowing the Unknown (156)
- Tier 5: Mind of a Leader (162)
- Tier 6: Greater Enhanced Intellect (146) or Mental Magic (IOM, 54)
Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as part of your current action.
Learns Quickly
(Cypher System Rulebook, page 71)
You deal with bad situations as they arise, learning new lessons each time.
- Tier 1: Enhanced Intellect (135)
- Tier 1: There's Your Problem (190)
- Tier 2: Quick Study (174)
- Tier 3: Hard to Distract (148)
- Tier 3: Enhanced Intellect Edge (135) or Flex Skill (141)
- Tier 4: Pay It Forward (168)
- Tier 5: Enhanced Intellect (135)
- Tier 5: Learned a Few Things (157)
- Tier 6: Two Things at Once (194) or Skill With Defense (183)
GM Intrusions: Accidents and mistakes are great teachers.
Lived Among the Fey
(We Are All Mad Here, page 175)
You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of them came back with you and stay with you to this day.
Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
- Tier 1: See the Unseen (180)
- Tier 2: Bestiary Knowledge (113)
- Tier 3: Dream Becomes Reality (132) or Find the Hidden (140)
- Tier 4: Pay It Forward (168)
- Tier 5: Nightmare (165)
- Tier 6: Explains the Ineffable (137) or Drawing on Life's Experiences (131)
Lives in the Wilderness
(Cypher System Rulebook, page 71)
You can survive in badlands where others perish.
- Tier 1: Wilderness Life (199)
- Tier 1: Enhanced Might (135)
- Tier 2: Living Off the Land (158)
- Tier 2: Wilderness Explorer (199)
- Tier 3: Animal Senses and Sensibilities (109) or Wilderness Encouragement (198)
- Tier 4: Wilderness Awareness (198)
- Tier 5: The Wild Is on Your Side (198)
- Tier 6: One With the Wild (167) or Wild Camouflage (198)
GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.
Looks for Trouble
(Cypher System Rulebook, page 71)
You're a scrapper and love a good fight.
- Tier 1: Fists of Fury (140)
- Tier 1: Wound Tender (200)
- Tier 2: Protector (172)
- Tier 2: Straightforward (187)
- Tier 3: Skill With Attacks (183) or Greater Enhanced Potential (146)
- Tier 4: Knock Out (156)
- Tier 5: Mastery With Attacks (161)
- Tier 6: Greater Enhanced Might (146) or Lethal Damage (158)
GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.
Loves the Void
(Cypher System Rulebook, page 71)
When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
- Type Swap Option: Have Spacesuit, Will Travel (148)
- Tier 1: Vacuum Skilled (196)
- Tier 1: Microgravity Adept (162)
- Tier 2: Enhanced Speed Edge (135)
- Tier 2: Enhanced Physique (135)
- Tier 3: Space Fighting (184) or Fusion Armor (144)
- Tier 4: Silent As Space (183)
- Tier 4: Push Off and Throw (173)
- Tier 5: Microgravity Avoidance (162)
- Tier 6: Weightless Shot (197) or Reactive Field (174)
GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.
Made a Deal With Death
(We Are All Mad Here, page 175)
Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing figure. You, however, are intimate with Death in all their many forms. Perhaps you are both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever your feelings about Death, you've made a deal with them, one you hope will bring you the closure that you seek.
Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to learn how to wield it with precision and focus.
- Tier 1: Blessing of the Gods (114) (Death)
- Tier 2: Destined for Greatness (127)
- Tier 3: Miraculous Health (163) or Quick Death (173)
- Tier 4: Regeneration (175)
- Tier 5: Hard to Kill (148)
- Tier 6: Duel to the Death (132) or Final Defiance (139)
Editor's Notes — Heartwood is the featured setting in We Are All Mad Here. The GM might agree it's reasonable for a PC who Made a Deal With Death to also gain Blessing of the Gods (Protection) at Tier 1—It fits thematically, and the ability usually provides two blessing options to a PC.
Masters Defense
(Cypher System Rulebook, page 72)
You use protective equipment and practiced techniques to avoid becoming hurt in a fight.
- Tier 1: Shield Master (182)
- Tier 2: Sturdy (187)
- Tier 2: Practiced in Armor (171)
- Tier 3: Dodge and Resist (131) or Dodge and Respond (131)
- Tier 4: Tower of Will (193)
- Tier 4: Experienced in Armor (136)
- Tier 5: Nothing but Defend (166)
- Tier 6: Defense Master (127) or Wear It Well (197)
GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.
Masters Spells
(Cypher System Rulebook, page 72)
By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.
- Tier 1: Arcane Flare (110)
- Tier 2: Ray of Confusion (174)
- Tier 3: Fire Bloom (140) or Summon Giant Spider (188)
- Tier 4: Soul Interrogation (184)
- Tier 5: Granite Wall (146)
- Tier 6: Summon Demon (188) or Word of Death (200)
GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.
Masters the Swarm
(Cypher System Rulebook, page 72)
Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.
- Tier 1: Influence Swarm (153)
- Tier 2: Control Swarm (122)
- Tier 3: Living Armor (158) or Skill With Attacks (183)
- Tier 4: Call Swarm (118)
- Tier 5: Gain Unusual Companion (144)
- Tier 6: Deadly Swarm (125) or Skill With Defense (183)
GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.
Masters Weaponry
(Cypher System Rulebook, page 72)
You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.
- Tier 1: Weapon Master (197)
- Tier 1: Weapon Crafter (197)
- Tier 2: Weapon Defense (197)
- Tier 3: Rapid Attack (174) or Disarming Strike (129)
- Tier 4: Never Fumble (165)
- Tier 5: Extreme Mastery (138)
- Tier 6: Murderer (165) or Deadly Strike (125)
GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.
Editor's Notes — Precusors to the Cypher System included a Carries a Quiver focus. If you want to play an incredible archer or other ranged weapon expert, the Masters Weaponry, Is Licensed to Carry, Hunts, Slays Monsters, or Conjures Bullets foci all make good options, depending on the setting.
Merges Mind With Machine
(Rust and Redemption, page 119)
You were raised in an underground bunker by Milly, an AI instance installed in your brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't know about how things work on the surface and the things people have done to stay alive in the past twenty years.
Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
- Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can get them for you at half price.
- Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory is up to the other PC, although they may not be able to consciously recall it.
- Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds, hindering their actions.
- Tier 1: Interface (155)
- Tier 1: Robot Assistant (178)
- Tier 2: Weapon Defense (197)
- Tier 3: Assisted Sight (RR, 119) or Machine Telepathy (159)
- Tier 4: Machine Bond (159)
- Tier 4: Network Tap (165)
- Tier 5: Greater Enhanced Intellect (146)
- Tier 6: Master Machine (160) or See the Future (180)
Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
Major Effect Suggestion: An ally or indicated target can take an additional action.
Metes Out Justice
(Cypher System Rulebook, page 72)
You right wrongs, protect the innocent, and punish the guilty.
- Tier 1: Make Judgment (160)
- Tier 1: Designation (127)
- Tier 2: Defend the Innocent (126)
- Tier 2: Improved Designation (151)
- Tier 3: Defend All the Innocent (126) or Punish the Guilty (173)
- Tier 4: Find the Guilty (139)
- Tier 4: Greater Designation (146)
- Tier 5: Punish All the Guilty (173)
- Tier 6: Damn the Guilty (124) or Inspire the Innocent (154)
GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.
Moves Like a Cat
(Cypher System Rulebook, page 73)
Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.
- Tier 1: Greater Enhanced Speed (146)
- Tier 1: Balance (112)
- Tier 2: Movement Skills (164)
- Tier 2: Safe Fall (179)
- Tier 3: Hard to Hit (148)
- Tier 3: Enhanced Speed Edge (135) or Greater Enhanced Speed (146)
- Tier 4: Quick Strike (174)
- Tier 5: Slippery (183)
- Tier 6: Perfect Speed Burst (169) or Greater Enhanced Speed (146)
GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm's way.
Moves Like the Wind
(Cypher System Rulebook, page 73)
You can move so fast that you become a blur.
- Tier 1: Greater Enhanced Speed (146)
- Tier 1: Fleet of Foot (141)
- Tier 2: Hard to Hit (148)
- Tier 3: Speed Burst (185) or Greater Enhanced Speed (146)
- Tier 4: Blink of an Eye (115)
- Tier 5: Hard to See (148)
- Tier 6: Perfect Speed Burst (169) or Incredible Running Speed (153)
GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.
Murders
(Cypher System Rulebook, page 73)
You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself.
- Tier 1: Surprise Attack (188)
- Tier 1: Assassin Skills (110)
- Tier 2: Quick Death (173)
- Tier 2: Infiltrator (153)
- Tier 3: Awareness (111) or Poison Crafter (170)
- Tier 4: Better Surprise Attack (113)
- Tier 5: Damage Dealer (124)
- Tier 6: Escape Plan (136) or Murderer (165)
GM Intrusions: Most people do not react well to a professional killer.
Needs No Weapon
(Cypher System Rulebook, page 73)
Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.
- Tier 1: Fists of Fury (140)
- Tier 1: Flesh of Stone (141)
- Tier 2: Advantage to Disadvantage (109)
- Tier 2: Unarmed Fighting Style (194)
- Tier 3: Moving Like Water (164) or Greater Enhanced Potential (146)
- Tier 4: Divert Attacks (130)
- Tier 5: Stun Attack (187)
- Tier 6: Master of Unarmed Fighting Style (160) or Lethal Damage (158)
GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.
Never Says Die
(Cypher System Rulebook, page 73)
You never quit, can shrug off a beating, and always come back for more.
- Tier 1: Improved Recovery (152)
- Tier 1: Push on Through (173)
- Tier 2: Ignore the Pain (150)
- Tier 3: Blood Fever (115) or Hidden Reserves (149)
- Tier 4: Increasing Determination (153) or Outlast the Foe (167)
- Tier 5: Not Dead Yet (166)
- Tier 6: Final Defiance (139) or Ignore Affliction (150)
GM Intrusions: Sometimes, it's equipment or weapons that give out.
Operates Undercover
(Cypher System Rulebook, page 73)
Under the guise of someone else, you seek to find answers the powerful do not want divulged.
- Tier 1: Investigate (155)
- Tier 2: Disguise (129)
- Tier 3: Agent Provocateur (109) or Run and Fight (179)
- Tier 4: Pull a Fast One (173)
- Tier 5: Using What's Available (195)
- Tier 6: Trust to Luck (194) or Deadly Strike (125)
GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.
Performs Feats of Strength
(Cypher System Rulebook, page 73)
A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.
- Tier 1: Athlete (111)
- Tier 1: Enhanced Might Edge (135)
- Tier 2: Feat of Strength (139)
- Tier 3: Iron Fist (155) or Throw (191)
- Tier 4: Greater Enhanced Might (146)
- Tier 5: Brute Strike (116)
- Tier 6: Greater Enhanced Might (146) or Jump Attack (156)
GM Intrusions: It's easy to break delicate things or hurt someone accidentally.
Pilots Starcraft
(Cypher System Rulebook, page 74)
You're a crack starship pilot.
- Tier 1: Pilot (170)
- Tier 1: Flex Lore (141)
- Tier 2: Salvage and Comfort (179)
- Tier 2: Mentally Tough (162)
- Tier 3: Expert Pilot (137)
- Tier 3: Ship Footing (182) or Machine Companion (159)
- Tier 4: Sensor Array (181)
- Tier 4: Enhanced Speed (135)
- Tier 5: Like the Back of Your Hand (158)
- Tier 6: Incomparable Pilot (152)
- Tier 6: Remote Control (176) or Skill With Attacks (183)
GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.
Plays Too Many Games
(Cypher System Rulebook, page 74)
Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where people who don't play enough toil and live their dreary lives.
- Tier 1: Game Lessons (144)
- Tier 1: Gamer (144)
- Tier 2: Zero Dark Eyes (200)
- Tier 2: Resist Tricks (176)
- Tier 3: Sniper's Aim (184) or Enhanced Speed Edge (135)
- Tier 4: Mind Games (162)
- Tier 4: Enhanced Intellect (135)
- Tier 5: Gamer's Fortitude (144)
- Tier 6: Mind Surge (162) or Gaming God (144)
GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.
Practices Moon Magic
(It's Only Magic, page 56)
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye, makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like buttons) usually have moonstones.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance and even allowing you to shoot around corners.
- Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you feel the need to prove them wrong.
- Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when they're right in front of you.
- Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll on yourself, you can use it on them (and vice versa).
- Tier 1: Moonbeam (IOM, 56)
- Tier 2: Eyes Adjusted (138)
- Tier 2: Inspire Aggression (154)
- Tier 3: Moon Adaptation (IOM, 56)
- Tier 3: Nightstrike (166) or Spur Effort (186)
- Tier 4: Moonlight Barrage (IOM, 57)
- Tier 5: Moon Portal (IOM, 57)
- Tier 6: Precognition (171) or True Senses (194)
Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding, which lands an immediate distance away.
Prepped for the End
(Rust and Redemption, page 120)
You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had. You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because you prepped wisely.
Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical instrument (such as a harmonica).
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them rather than seeking revenge for using your resources.
- Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though what that means now is difficult to say.
- Pick one other PC. This character doesn't seem to want any of your stored food or water.
- Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
- Tier 1: Practiced in Light Armor (RR, 121)
- Tier 1: Prepared Caches (RR, 121)
- Tier 1: Trained for Toughing It (RR, 121)
- Tier 2: Tinker (192)
- Tier 2: Weather the Vicissitudes (197)
- Tier 3: Fruitfully Pass the Time (RR, 121) or Stashed Vehicle (RR, 121)
- Tier 4: Know Where to Look (156)(RR, 121)
- Tier 5: Ambusher (109)
- Tier 6: Discipline of Watchfulness (129) or Escape the Ruins (RR, 121)
Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before-times, and their actions in the next round are hindered as they regain their balance.
Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
Rages
(Cypher System Rulebook, page 74)
When you go berserk, everyone fears you.
- Tier 1: Frenzy (143)
- Tier 2: Greater Enhanced Might (146)
- Tier 2: Movement Skills (164)
- Tier 3: Power Strike (171) or Unarmored Fighter (194)
- Tier 4: Greater Frenzy (146)
- Tier 5: Attack and Attack Again (111)
- Tier 6: Greater Enhanced Potential (146) or Lethal Damage (158)
GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe.
Raids
(Rust and Redemption, page 122)
When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not.
Then something life-changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding (and those who might recognize you as a raider) done with you?
Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you as a raider to those familiar with the mark.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the other PCs so far.
- Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
- Pick one other PC. You feel very protective of this character and don't want to see them harmed.
- Pick one other PC. You know that you're responsible for the death of someone that character knew while you were raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
- Tier 1: Ignore the Pain (150)
- Tier 1: Wilderness Life (199)
- Tier 2: Careful Tracker (RR, 122)
- Tier 2: Fearsome Reputation (139)
- Tier 3: Raider Follower (RR, 122) or Grand Deception (146)
- Tier 4: Greater Frenzy (146)
- Tier 5: Using the Environment (195)
- Tier 6: Deep Consideration (126) or Twisting the Knife (194)
Minor Effect Suggestion: You restore 2 points to your Might Pool.
Major Effect Suggestion: You or an ally get an immediate extra attack.
Remembers the Past
(Rust and Redemption, page 123)
You are a student of the before-times. Maybe that's because you grew up in the ruins of an old library and read everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long-lived and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason. This knowledge gives you an appreciation of the before-times as well as a point of view that many other survivors lack that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past that would otherwise go unharvested.
Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides you an asset on a related task if you spend ten minutes perusing the book ahead of time.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way they look or the way they act, and that is what first drew you to them.
- Pick one other PC. You saved their life because you found them trapped in a before-times ruin and you knew how best to free them.
- Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your life.
- Pick one other PC. This character comes from the same place you do, and you knew each other as children.
- Tier 1: Ruin Lore (179)
- Tier 1: Knowledge Skills (157)
- Tier 2: Fixer (RR, 123)
- Tier 2: Know the Way (RR, 123)
- Tier 3: Disable Mechanisms (128) or Resource Seeker (RR, 123)
- Tier 4: Improvise (152)
- Tier 5: Task Specialization (189)
- Tier 6: Skill with Attacks (183), Skill with Defense (183), or Use the Network (RR, 124)
Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
Rides the Lightning
(Cypher System Rulebook, page 74)
You create and discharge electrical power.
- Tier 1: Shock (183)
- Tier 1: Charge (119)
- Tier 2: Bolt Rider (115)
- Tier 3: Electric Armor (133) or Drain Charge (131)
- Tier 4: Bolts of Power (115)
- Tier 5: Electrical Flight (133)
- Tier 6: Flash Across the Miles (141) or Wall of Lightning (196)
GM Intrusions: Targets other than those intended are shocked. Objects explode.
Runs Away
(Cypher System Rulebook, page 74)
Your first instinct is to run from danger, and you've gotten very good at it.
- Tier 1: Go Defensive (145)
- Tier 2: Enhanced Speed (135)
- Tier 2: Quick to Flee (174)
- Tier 3: Incredible Running Speed (153) or Greater Enhanced Speed (146)
- Tier 4: Increasing Determination (153)
- Tier 4: Quick Wits (174)
- Tier 5: Go to Ground (145)
- Tier 6: Burst of Escape (116) or Skill With Defense (183)
GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.
Sailed Beneath the Jolly Roger
(Cypher System Rulebook, page 74)
You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?
- Tier 1: Ignore the Pain (150)
- Tier 1: Sailor (179)
- Tier 2: Taking Advantage (188)
- Tier 2: Fearsome Reputation (139)
- Tier 3: Skill With Attacks (183) or Skill With Defense (183)
- Tier 4: Sea Legs (180)
- Tier 4: Movement Skills (164)
- Tier 5: Lost in the Chaos (159)
- Tier 6: Duel to the Death (132) or Successive Attack (187)
GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.
Scavenges
(Cypher System Rulebook, page 75)
When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.
- Tier 1: Post-Apocalyptic Survivor (170)
- Tier 1: Ruin Lore (179)
- Tier 2: Junkmonger (156)
- Tier 3: Taking Advantage (188) or Incredible Health (153)
- Tier 4: Know Where to Look (156)
- Tier 5: Recycled Cyphers (175)
- Tier 6: Artifact Scavenger (110) or Reactive Field (174)
GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.
Sculpts Hard Light
(Claim the Sky, page 46)
You create physical objects out of hard light that you can use for offense and defense.
- Tier 1: Automatic Glow (CTS, 49)
- Tier 1: Temporary Light (CTS, 56)
- Tier 2: Entangling Force (136)
- Tier 3: Harder Light (CTS, 53) or Sculpt Light (180)
- Tier 4: Greater Enhanced Intellect (146)
- Tier 5: Improved Sculpt Light (152)
- Tier 6: Defensive Field (127) or Flight (141)
GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
Sees Beyond
(Cypher System Rulebook, page 75)
You have a psychic sense that allows you to see what others cannot.
- Tier 1: See the Unseen (180)
- Tier 2: See Through Matter (180)
- Tier 3: Find the Hidden (140) or Sensor (181)
- Tier 4: Remote Viewing (176)
- Tier 5: See Through Time (181)
- Tier 6: Mental Projection (161) or Total Awareness (192)
GM Intrusions: Some secrets are too terrible to know.
Separates Mind From Body
(Cypher System Rulebook, page 75)
You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
- Tier 1: Third Eye (191)
- Tier 2: Open Mind (167)
- Tier 2: Sharp Senses (182)
- Tier 3: Roaming Third Eye (178) or Find the Hidden (140)
- Tier 4: Sensor (181)
- Tier 5: Psychic Passenger (172)
- Tier 6: Mental Projection (161) or Improved Sensor (152)
GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.
Sheds Their Skin
(We Are All Mad Here, page 174)
You have a secret self. In the quiet and stillness, you become not someone else, but something else. A being of tooth and nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your other form secret, safe from prying eyes and listening ears.
Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the character to be moving through water regularly.
- Tier 1: Beast Form (112)
- Tier 2: Controlled Change (112)
- Tier 3: Greater Beast Form (146) or Hard Choices (148)
- Tier 4: Greater Controlled Change (146)
- Tier 5: Total Awareness (192)
- Tier 6: Escape Plan (136) or Perfect Control (169)
Shepherds the Community
(Cypher System Rulebook, page 75)
You keep the place where you live safe from all danger.
- Tier 1: Community Knowledge (121)
- Tier 1: Community Activist (121)
- Tier 2: Skill With Attacks (183)
- Tier 3: Shepherd's Fury (182) or Skill With Defense (183)
- Tier 4: Greater Enhanced Potential (146)
- Tier 5: Evasion (136)
- Tier 6: Greater Skill With Attacks (147) or Protective Wall (172)
GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character.
Shepherds Spirits
(Cypher System Rulebook, page 76)
Wandering souls, nature spirits, and elemental beings aid and support you.
- Tier 1: Question the Spirits (173)
- Tier 2: Spirit Accomplice (185)
- Tier 3: Command Spirit (121) or Preternatural Senses (171)
- Tier 4: Wraith Cloak (200)
- Tier 5: Call Dead Spirit (117)
- Tier 6: Call Otherworldly Spirit (117) or Infuse Spirit (153)
GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.
Shreds the Walls of the World
(Cypher System Rulebook, page 76)
Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.
- Tier 1: Phase Sprint (170)
- Tier 1: Disrupting Touch (129)
- Tier 2: Scratch Existence (180)
- Tier 3: Invisible Phasing (155) or Walk Through Walls (196)
- Tier 4: Phase Detonation (169)
- Tier 5: Very Long Sprinting (196)
- Tier 6: Shred Existence (183) or Untouchable While Moving (195)
GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
Shrinks to Minute Size
(Claim the Sky, page 47)
You can shrink down to the size of a bug and, with enough experience, even smaller.
- Tier 1: Shrink (CTS, 55)
- Tier 1: Beneath Notice (CTS, 49)
- Tier 2: Smaller (CTS, 56)
- Tier 2: Advantages of Being Small (CTS, 48)
- Tier 3: Enlarge (135) or Quick Switch (CTS, 55)
- Tier 4: Small Flight (CTS, 55)
- Tier 5: Shrink Others (CTS, 55)
- Tier 6: Bigger (113) or Tiny (CTS, 56)
GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space or under a falling object.
Siphons Power
(Cypher System Rulebook, page 76)
You suck power out of machines and creatures alike in order to empower yourself.
- Tier 1: Drain Machine (131)
- Tier 2: Drain Creature (131)
- Tier 3: Drain at a Distance (131) or Unraveling Consumption (195)
- Tier 4: Store Energy (186)
- Tier 5: Share the Power (182)
- Tier 6: Explosive Release (138) or Sun Siphon (188)
GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.
Slays Monsters
(Cypher System Rulebook, page 76)
You kill monsters.
- Tier 1: Practiced With Swords (171)
- Tier 1: Monster Bane (164)
- Tier 1: Monster Lore (164)
- Tier 2: Will of Legend (199)
- Tier 3: Trained Slayer (193)
- Tier 3: Improved Monster Bane (152) or Misdirect (163)
- Tier 4: Fight On (139)
- Tier 5: Greater Skill With Attacks (swords) (147)
- Tier 6: Murderer (165) or Heroic Monster Bane (149)
GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's mother vows revenge.
Soars on Amazing Wings
(Claim the Sky, page 47)
Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
- Tier 1: Hover (149)
- Tier 1: Flight Exertion (CTS, 53)
- Tier 2: Wing Weapons (CTS, 56)
- Tier 3: Acrobatic Attack (108) or Flying Companion (CTS, 53)
- Tier 4: Hard to Hit (148)
- Tier 5: Up to Speed (195)
- Tier 6: Hard Target (148) or Defense Master (127)
GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious target for an unexpected foe.
Solves Mysteries
(Cypher System Rulebook, page 77)
You're a master of deduction, using evidence to find the answer.
- Tier 1: Investigator (155)
- Tier 1: Sleuth (183)
- Tier 2: Out of Harm's Way (167)
- Tier 3: You Studied (200) or Skill With Attacks (131)
- Tier 4: Draw Conclusion (131)
- Tier 5: Defuse Situation (127)
- Tier 6: Seize the Initiative (181) or Greater Skill With Defense (147)
GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.
Speaks for the Land
(Cypher System Rulebook, page 77)
Your spiritual connection to nature and the environment grants you mystical abilities.
- Tier 1: Seeds of Fury (181)
- Tier 1: Wilderness Lore (199)
- Tier 2: Grasping Foliage (146)
- Tier 3: Soothe the Savage (184) or Communication (121)
- Tier 4: Moon Shape (164)
- Tier 5: Insect Eruption (154)
- Tier 6: Call the Storm (117) or Earthquake (133)
GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.
Stands Like a Bastion
(Cypher System Rulebook, page 77)
Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.
- Tier 1: Practiced in Armor (171)
- Tier 1: Experienced Defender (136)
- Tier 2: Resist the Elements (176)
- Tier 3: Unmovable (195)
- Tier 3: Greater Enhanced Might (146) or Practiced With All Weapons (171)
- Tier 4: Living Wall (158)
- Tier 5: Hardiness (148)
- Tier 5: Mastery in Armor (161)
- Tier 6: Lethal Damage (158) or Shield Training (182)
GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
Steers the Coven
(It's Only Magic, page 58)
Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader, and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a coalition of magicians who look to you for guidance, protection, and problem-solving.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or belonging to another coven with contrary goals.
- Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are somehow a threat to it.
- Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if you're starting anew or trying to rekindle the old friendship.
- Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for protecting them.
- Tier 1: Community Activist (121)
- Tier 1: Community Knowledge (121)
- Tier 2: Shepherd's Fury (182)
- Tier 3: Inspire Action (154) or True Guardian (194)
- Tier 4: Ritual Guidance (IOM, 58)
- Tier 5: Protective Instincts (IOM, 58)
- Tier 6: Deep Consideration (126) or Drawing on Life's Experiences (131)
Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short distance away on their next turn.
Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the conflict (although they may return later).
Stretches
(Claim the Sky, page 47)
Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
- Tier 1: Contortionist (121)
- Tier 1: Far Step (138)
- Tier 2: Elastic Grip (CTS, 52)
- Tier 2: Safe Fall (179)
- Tier 3: Bypass Barrier (116) or Misdirect (163)
- Tier 4: Resilience (176)
- Tier 5: Free to Move (143)
- Tier 6: Break the Ranks (116) or Not Dead Yet (166)
GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak.
Takes Animal Shape
(Godforsaken, page 24)(Claim the Sky, page 47)
A shapechanger who can take the form of various animals.
- Tier 1: Animal Shape (GF, 29)(CTS, 49)
- Tier 2: Communication (121)
- Tier 2: Soothe the Savage (184)
- Tier 3: Bigger Animal Shape (GF, 29)(CTS, 49) or Greater Beast Form (146)
- Tier 4: Animal Scrying (GF, 29)(CTS, 49)
- Tier 5: Hard to Kill (148)
- Tier 6: Blurring Speed (115) or Lend Animal Shape (GF, 32)(CTS, 53)
GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.
Talks to Machines
(Cypher System Rulebook, page 77)
You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and influence them in ways that others can't.
- Tier 1: Machine Affinity (159)
- Tier 1: Distant Interface (130)
- Tier 2: Coaxing Power (119)
- Tier 2: Charm Machine (119)
- Tier 3: Intelligent Interface (155) or Command Machine (120)
- Tier 4: Machine Companion (159)
- Tier 4: Robot Fighter (178)
- Tier 5: Information Gathering (153)
- Tier 6: Control Machine (121) or Improved Machine Companion (152)
GM Intrusions: The machine malfunctions or acts unpredictably.
Throws With Deadly Accuracy
(Cypher System Rulebook, page 77)
Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact.
- Tier 1: Precision (171)
- Tier 2: Careful Aim (118)
- Tier 3: Quick Throw (174) or Skill With Defense (183)
- Tier 4: Everything Is a Weapon (136)
- Tier 4: Specialized Throwing (185)
- Tier 5: Whirlwind of Throws (198)
- Tier 6: Lethal Damage (158) or Mastery With Defense (161)
GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.
Thunders
(Cypher System Rulebook, page 77)
You emit destructive sound and manipulate soundscapes.
- Tier 1: Thunder Beam (191)
- Tier 2: Sound Conversion Barrier (184)
- Tier 3: Nullify Sound (166) or Echolocation (133)
- Tier 4: Shattering Shout (182)
- Tier 5: Subsonic Rumble (187)
- Tier 5: Amplify Sounds (109)
- Tier 6: Earthquake (133) or Lethal Vibration (158)
GM Intrusions: Loud noises attract attention.
Touches the Sky
(Claim the Sky, page 47)
You can summon storms or break them apart.
- Tier 1: Hover (149)
- Tier 2: Wind Armor (199)
- Tier 3: Bolts of Power (115) or Storm Seed (187)
- Tier 4: Windrider (199)
- Tier 5: Cold Burst (119)
- Tier 6: Control Weather (122) or Wind Chariot (199)
GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control.
Transmits Energy
(It's Only Magic, page 59)
Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together. Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
- Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to trust you with their secrets.
- Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again. At the time they seemed to think it was funny.
- Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
- Tier 1: Lend a Hand (IOM, 59)
- Tier 2: Drain Creature (131)
- Tier 3: Buddy System (116) or Tap Currents (IOM, 59)
- Tier 4: Store Energy (186)
- Tier 5: Share the Power (182)
- Tier 6: Explosive Release (138) or both Continuous Transfer (IOM, 59) and Drain at a Distance (131)
Travels Through Time
(Cypher System Rulebook, page 77)
You can see through time, try to reach through it, and eventually even travel through it.
- Tier 1: Anticipation (110)
- Tier 2: See History (180)
- Tier 3: Temporal Acceleration (190) or Time Loop (192)
- Tier 4: Temporal Dislocation (190)
- Tier 5: Time Doppelganger (191)
- Tier 6: Call Through Time (118) or Time Travel (192)
GM Intrusions: Paradoxes are created. Others remember past events differently.
Editor's Notes — The Cypher System Rulebook includes additional guidance under For the GM: Managing Time Travel (192).
Turns Decay to Growth
(It's Only Magic, page 60)
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate distance away when you cast them.
- Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can provide them with medicinal mushrooms).
- Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad, or neutral thing).
- Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when within a short distance of each other.
- Tier 1: Wilderness Lore (199)
- Tier 1: Spore Cloud (IOM, 60)
- Tier 2: Wilderness Explorer (199)
- Tier 3: Reading Decomposition (IOM, 60) or both Grasping Foliage (146) and Necromancy (165)
- Tier 4: Greater Necromancy (147) (if you have Necromancy (165))
- Tier 4: Rewind Rot(IOM, 60) (if you have Reading Decomposition (IOM, 60))
- Tier 5: Insect Eruption (154)
- Tier 6: Restore Life (177) or Word of Death (200)
Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
Uses Wild Magic
(Godforsaken, page 25)
A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
- Tier 1: Magical Repertoire (GF, 32)
- Tier 1: Cypher Casting (GF, 29)
- Tier 2: Expanded Repertoire (GF, 31)
- Tier 3: Cypher Surge (GF, 29) or Faster Wild Magic (GF, 31)
- Tier 4: Expanded Repertoire (GF, 31)
- Tier 5: Magical Training (GF, 32)
- Tier 6: Maximize Cypher (GF, 32) or Wild Insight (GF, 33)
GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.
Editor's Notes — The Uses Wild Magic focus uses subtle cyphers as spells. The GM can make other kinds of cyphers into subtle cyphers for the purposes of this focus.
Walks the Wasteland
(Rust and Redemption, page 124)
Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or whatever it is that hunts the ruins—get you.
If you were around before the end, you could have been a soldier, mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that you decided to hope when everything looked darkest.
Since then, you have eaten your share of spoiled food and irradiated water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is anyone's guess. But you're still walking the wastes even though so many others are gone.
You probably don't spend a lot of time on your appearance, given that you wear the cobbled-together clothing and bits and pieces of armor you're able to scavenge from the ruins. Appearance doesn't matter; actions do.
Additional Equipment: You have a piece of before-times equipment with three analog dials that measure temperature, air pressure, and humidity. (You also know the names for the instruments nestled behind those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device, you have an asset on weather prediction tasks extending into the next day.
Connection: Choose one of the following, or choose one of the Focus Connections.
- Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better tomorrow.
- Pick one other PC. You feel very protective of this character and don't want to see them harmed.
- Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether that place exists any longer is something you and that character should decide.
- Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health, and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is up to them.
- Tier 1: Surviving the Wasteland (RR, 125)
- Tier 1: Tolerance (RR, 125)
- Tier 1: Weapon at Hand (RR, 125)
- Tier 2: Devoted Defender (128)
- Tier 2: Hardened by the End (RR, 125)
- Tier 3: Apocalyptic Stare (RR, 125)
- Tier 3: Hard to Hit (148) or Rapid Attack (174)
- Tier 4: Improved Recovery (152)
- Tier 4: Push on Through (173)
- Tier 5: Ignore the Pain (150)
- Tier 6: Using What's Available (195) or Wasteland Camouflage (RR, 125)
Minor Effect Suggestion: You restore 2 points to your Might Pool.
Major Effect Suggestion: Your next action is eased by two steps.
Walks the Wild Woods
(Godforsaken, page 25)
An adherent of nature magic who draws on the power and strength of trees.
- Tier 1: Wilderness Life (199)
- Tier 1: Patient Recovery (GF, 32)
- Tier 2: Wooden Body (GF, 33)
- Tier 3: Tree Companion (GF, 33) or Wilderness Awareness (198)
- Tier 4: Tree Travel (GF, 33)
- Tier 5: Great Tree (GF, 31)
- Tier 6: Dreadwood (GF, 31) or Restorative Bloom (GF, 32)
GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.
Was Foretold
(Cypher System Rulebook, page 78)
You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.
- Tier 1: Interaction Skills (155)
- Tier 1: Knowing (156)
- Tier 2: Destined for Greatness (127)
- Tier 3: Overcome All Obstacles (168) or Hard-Won Resilience (148)
- Tier 4: Center of Attention (119)
- Tier 5: Show Them the Way (183)
- Tier 6: As Foretold in Prophecy (110) or Greater Enhanced Potential (146)
GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.
Wears a Sheen of Ice
(Cypher System Rulebook, page 78)
You command the wintery power of cold and ice.
- Tier 1: Ice Armor (150)
- Tier 2: Frost Touch (144)
- Tier 3: Freezing Touch (143) or Ice Creation (150)
- Tier 4: Resilient Ice Armor (176)
- Tier 5: Cold Burst (119)
- Tier 6: Ice Storm (150) or Winter Gauntlets (199)
GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.
Wears Power Armor
(Cypher System Rulebook, page 78)
You wear a fantastic suit of armor.
- Tier 1: Powered Armor (171)
- Tier 1: Enhanced Might (135)
- Tier 2: Heads-Up Display (148)
- Tier 3: Fusion Armor (144) or Incredible Health (153)
- Tier 4: Force Blast (142)
- Tier 5: Field-Reinforced Armor (139)
- Tier 6: Masterful Armor Modification (Jet-Assisted Flight) (160) or Masterful Armor Modification (Cypher Pod) (160)
GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.
Wields an Enchanted Weapon
(Godforsaken, page 26)(Claim the Sky, page 48)
One who channels magic through or from a weapon to create a unique fighting style.
- Tier 1: Enchanted Weapon (GF, 31)(CTS, 52)
- Tier 1: Innate Power (GF, 32)(CTS, 53)
- Tier 1: Charge Weapon (GF, 29)(CTS, 51)
- Tier 2: Power Crash (GF, 32)(CTS, 54)
- Tier 3: Rapid Attack (174) or Throw Enchanted Weapon (GF, 33)(CTS, 56)
- Tier 4: Defending Weapon (GF, 31)(CTS, 52)
- Tier 5: Enchanted Movement (GF, 31)(CTS, 52)
- Tier 6: Deadly Strike (125) or Spin Attack (185)
GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
Wields Invisible Force
(Claim the Sky, page 48)
You bend light and manipulate beams of force for offense and defense.
- Tier 1: Vanish (196)
- Tier 2: Entangling Force (136)
- Tier 2: Sharp Senses (182)
- Tier 3: Force Field Barrier (143) or Multi-Vanish (CTS, 54)
- Tier 4: Invisibility (155)
- Tier 5: Defensive Field (127)
- Tier 6: Concussion (121) or Generate Force Field (145)
GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack.
Wields Two Weapons at Once
(Cypher System Rulebook, page 78)
You bear steel with both hands, ready to take on any foe.
- Tier 1: Dual Light Wield (132)
- Tier 2: Double Strike (131)
- Tier 2: Infiltrator (153)
- Tier 3: Dual Medium Wield (132) or Precise Cut (171)
- Tier 4: Dual Defense (132)
- Tier 5: Dual Distraction (132)
- Tier 6: Disarming Attack (129) or Spin Attack (185)
GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip.
Works for a Living
(Cypher System Rulebook, page 78)
You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.
- Tier 1: Handy (148)
- Tier 2: Muscles of Iron (165)
- Tier 3: Eye for Detail (138) or Improvise (152)
- Tier 4: Enhanced Might (135)
- Tier 4: Tough It Out (193)
- Tier 5: Expert Skill (137)
- Tier 6: Greater Enhanced Potential (146) or Hard-Won Resilience (148)
GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.
Works Miracles
(Cypher System Rulebook, page 79)
You can heal others with a touch, alter time to help others, and are generally beloved by everyone.
- Tier 1: Healing Touch (149)
- Tier 2: Alleviate (109)
- Tier 3: Font of Healing (142) or Miraculous Health (163)
- Tier 4: Inspire Action (154)
- Tier 5: Undo (195)
- Tier 6: Greater Healing Touch (147) or Restore Life (177)
GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.
Works the Back Alleys
(Cypher System Rulebook, page 79)
You make your way unseen, stealing from the wealthy to achieve your ends.
- Tier 1: Stealth Skills (186)
- Tier 2: Underworld Contacts (195)
- Tier 3: Pull a Fast One (173) or Guild Training (147)
- Tier 4: Master Thief (160)
- Tier 5: Dirty Fighter (128)
- Tier 6: Alley Rat (109) or All-Out Con (109)
GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.
Works the System
(Cypher System Rulebook, page 79)
You can exploit flaws in artificial systems, including but not limited to computer code.
- Tier 1: Hack the Impossible (147)
- Tier 1: Computer Programming (121)
- Tier 2: Connected (121)
- Tier 3: Confidence Artist (121) or Skill With Attacks (183)
- Tier 4: Confuse Enemy (121)
- Tier 5: Work the Friendship (200)
- Tier 6: Call in Favor (117) or Greater Enhanced Potential (146)
GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.
Would Rather Be Reading
(Cypher System Rulebook, page 79)
Books are your friends. What's more important than knowledge? Nothing.
- Tier 1: Knowledge Is Power (156)
- Tier 2: Greater Enhanced Intellect (146)
- Tier 3: Applying Your Knowledge (110) or Flex Skill (141)
- Tier 4: Knowledge Is Power (156)
- Tier 4: Knowing the Unknown (156)
- Tier 5: Greater Enhanced Intellect (146)
- Tier 6: Knowledge Is Power (156)
- Tier 6: Tower of Intellect (193) or Read the Signs (174)
GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.
Creating New Foci
(Cypher System Rulebook, page 80)
This section provides everything you need to create your own foci.
Every focus has an overarching style, whether that's exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.
Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.
The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
Choosing Abilities by Relative Power
(Cypher System Rulebook, page 80)
The Ability Selection Guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of Chapter 9: Abilities.
Low-tier abilities are best suited for focus options at tiers 1 and 2.
Mid-tier abilities are best suited for focus options at tiers 3 and 4.
High-tier abilities are best suited for focus options at tiers 5 and 6.
That said, sometimes you'll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don't rule it out. It might be the only way to get all the abilities you want for the focus you're building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.
Balancing Abilities
(Cypher System Rulebook, page 80)
The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A "low-power ability" is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).
For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.
Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don't indicate one. If you do add an ability, or there is a higher-power ability at a tier that normally shouldn't have it, it might mean that the choice given at the next tier, or the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don't underpower it, either.
Ability Guidelines are Not Prescriptive
(Cypher System Rulebook, page 80)
Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to vary the kind of ability at a particular tier that isn't indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it's fine. The guideline isn't meant to be a straitjacket.
For example, if you're building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.
Ability Swap
(Cypher System Rulebook, page 80)
If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character's type.
Concept and Category
(Cypher System Rulebook, page 81)
Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.
In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn't mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).
Here's another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).
The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).
If you're looking for an ability and can't seem to find the right one in the vast catalog in Chapter 9: Abilities, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you're creating a new earth-moving focus but can't find enough earth-related abilities to meet your need. It's easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).
Abilities That Reference Other Abilities
(Cypher System Rulebook, page 81)
Some abilities in Chapter 9: Abilities reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.
Creating Brand-New Abilities
(Cypher System Rulebook, page 81)
You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character's Pool is one of the most important aspects of getting an ability right.
You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it's also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That's great for lower-tier abilities, but you'll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)
As a good rule of thumb, a typical ability should cost points equal to its tier.
Choose GM Intrusions
(Cypher System Rulebook, page 81)
Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.
Focus Categories
(Cypher System Rulebook, page 82)
Quick Reference: Focus Categories
‡ — denotes foci that are uncategorized by the CSRD. Their inclusion and categorization was performed by the editor.
- Ally Use (82)
- Basic (83)
- Energy Manipulation (84)
- Environment Manipulation (85)
- Exploration (86)
- Influence (87)
- Irregular (88)
- Movement Expertise (89)
- Striker Combat (90)
- Support (92)
- Tank Combat (93)
- Customizing Foci (94)
Ally Use
(Cypher System Rulebook, page 82)
Foci that prioritize providing NPC follower to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character's actions.
Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The NPC ally's tasks are eased on its next turn.
Major Effect Suggestions: The NPC ally gains an immediate extra action.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 82)
-
Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.
-
Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.
Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.
The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).
-
Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven't previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.
Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.
-
Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.
Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.
Finally, this ability might improve a previously gained follower to level 5.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the abilities should improve a previously gained follower to level 5, if that wasn't already provided at tier 5. If that's the case, this ability might be provided in addition to two other related abilities.
Another high-tier option could provide a handful of level 3 followers to the character.
The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.
Basic
(Cypher System Rulebook, page 83)
Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.
In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don't come into play. That said, just because the abilities granted by basic foci are straightforward doesn't mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.
Minor Effect Suggestions: Next action is eased.
Major Effect Suggestions: Make a free, no-action recovery roll that doesn't count against daily recovery rolls.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 83)
-
Tier 1: Choose an ability that grants training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool.
Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.
-
Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a non-fantastic ability that improves the character's abilities within the focus's theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.
The other option should be something that either improves the character's Edge in an appropriate stat or provides the character with some kind of defense.
-
Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.
Alternatively, provide a branch-out ability suggested at tier 5.
Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.
-
Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they're trained in.
Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.
The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.
Energy Manipulation
(Cypher System Rulebook, page 84)
Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don't require additional equipment.
Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).
Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.
Major Effect Suggestions: An important item on the target's person is destroyed.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 84)
-
Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.
Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.
-
Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).
The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.
-
Tier 4: Choose whichever kind of ability wasn't chosen at tier 3.
-
Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.
The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.
Environment Manipulation
(Cypher System Rulebook, page 85)
Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.
For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don't require anything to gain or retain their benefits.
Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.
Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.
Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 85)
-
Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus's theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.
-
Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus's theme.
Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus's theme.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a mid-tier ability related to the focus's theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.
The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.
-
Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn't chosen as an option in the previous tier.
-
Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
Exploration
(Cypher System Rulebook, page 86)
Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.
Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or super-science to learn new things and explore strange places from afar.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to explore. For instance, starting maps and/or a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.
Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 86)
-
Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus's theme.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.
-
Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.
For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.
The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn't already granted that) or something that further broadens the character's ability to explore in the focus's chosen realm.
-
Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn't offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character's ability to explore, survive, or gather information.
-
Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.
The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus's chosen realm.
Influence
(Cypher System Rulebook, page 87)
Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.
These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people's attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The range or duration of the influencing ability is doubled.
Major Effect Suggestions: An ally or indicated target can take an additional action.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 87)
-
Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.
-
Tier 2: Choose a low-tier ability that improves the character's ability to apply influence. This might open an additional front on the focus's basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they'd otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an offensive or defensive capability related to the focus's specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.
The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.
-
Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn't chosen as an option in the previous tier.
Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.
-
Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.
Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
Irregular
(Cypher System Rulebook, page 88)
Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
Irregular foci provide a basket of disparate abilities. Usually that's because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as Power Shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to the focus's theme. For instance, a superhero-themed focus might grant a superhero costume.
Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
Major Effect Suggestions: The target is stunned and loses its next turn.
The following are examples and not meant to provide a complete list of all possible foci in this category.
- Channels Divine Blessings
- Copies Superpowers‡
- Descends From Nobility
- Emerged From the Obelisk
- Flies Faster Than a Bullet
- Masters Spells
- Speaks for the Land
- Stretches‡
- Takes Animal Shape‡
- Uses Wild Magic‡
- Walks the Wild Woods‡
Ability Selection Guidelines
(Cypher System Rulebook, page 88)
-
Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.
-
Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that's presumably not immediately related to the one provided at tier 1. That said, if a defense wasn't provided at tier 1, tier 2 is a good place to add it.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don't quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.
-
Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
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Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn't quite sufficient.
The other option should provide an alternate method to round out the character in a way that doesn't replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus's overarching theme.
Movement Expertise
(Cypher System Rulebook, page 89)
Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.
The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The target is dazed, and their next action is hindered.
Major Effect Suggestions: The target is stunned and loses their next action.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 89)
-
Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that's enhanced speed, agility, immateriality, and so on.
Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.
-
Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus's theme.
Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus's theme. This isn't directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.
The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.
-
Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus's movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn't threaten), or a new or better form of offense.
-
Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.
Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.
Striker Combat
(Cypher System Rulebook, page 90)
Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don't reach.
To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.
Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.
Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 90)
-
Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus's particular fighting style, energy, or attitude, or when used against a chosen enemy.
Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.
If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.
-
Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever low-power ability wasn't gained at tier 1.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should inflict additional damage when using the focus's fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.
The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus's fighting style, energy, or attitude, or when used against a chosen enemy.
-
Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.
-
Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should use the focus paradigm to inflict an exceptional amount of damage.
The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.
Support
(Cypher System Rulebook, page 92)
Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.
Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.
Major Effect Suggestions: You can take an extra action in aid of an ally.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 92)
-
Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn't do much.
-
Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier's ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus's theme.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should work within the focus's theme to aid, heal, protect, or otherwise help another.
The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.
-
Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.
-
Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide an ultimate method of helping another in the theme of the focus.
The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.
Tank Combat
(Cypher System Rulebook, page 93)
Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.
Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character's skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don't require anything to gain or retain their benefits.
Minor Effect Suggestions: +2 to Armor for a few rounds.
Major Effect Suggestions: Regain 2 points to Might Pool.
The following are examples and not meant to provide a complete list of all possible foci in this category.
Ability Selection Guidelines
(Cypher System Rulebook, page 93)
-
Tier 1: Choose a low-tier ability that provides defense within the focus's theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.
Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.
-
Tier 2: If the theme of the focus isn't physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.
If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.
-
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an additional form of protection in keeping with the focus's theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.
The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn't already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
-
Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.
-
Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).
-
Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.
The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up damage boost on attacks or better control of an unstable physical transformation.
Customizing Foci
(Cypher System Rulebook, page 94)
Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.
At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
Tier 1
(Cypher System Rulebook, page 94)
- Combat Prowess (120)
- Enhanced Potential (135)
Tier 2
(Cypher System Rulebook, page 94)
- Lower-tier ability: choose any tier 1 replacement ability, above.
- Skill With Defense (183)
- Practiced With All Weapons (171)
- Skill With Attacks (183)
Tier 3
(Cypher System Rulebook, page 94)
- Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
- Incredible Health (153)
- Fusion Armor (144)
Tier 4
(Cypher System Rulebook, page 94)
- Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
- Poison Resistance (170)
- Built-in Weaponry (116)
Tier 5
(Cypher System Rulebook, page 94)
- Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
- Adaptation (108)
- Defensive Field (127)
Tier 6
(Cypher System Rulebook, page 94)
- Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
- Reactive Field (174)
Additional Foci
(OG-CSRD Editorial Addition)
These foci include page reference numbers that correspond to the product. Linked items lead to rough equivalents in this document, but each product tailors content specifically for its genre and setting.
- Expanded Worlds
- First Responders
- Gods of the Fall
- The Magnus Archives
- Mystery Flesh Pit National Park
- Numenera Discovery
- Numenera Destiny
- Numenera Character Options
- Numenera Character Options 2
- Jade Colossus: Ruins of the Prior Worlds
- Numenera: The Ninth World Guidebook
- Numenera: The Octopi of the Ninth World
- Torment: Tides of Numenera—The Explorer's Guide
- Old Gods of Appalachia
- Old Gus' Daft Drafts
- Path of the Planebreaker
- Planar Character Options
- Predation
- Shotguns and Sorcery
- The Strange
- In Translation: The Strange Character Options
- Worlds Numberless and Strange
- Tidal Blades
- Unmasked
- VURT
Expanded Worlds — Foci
Where will your campaign take you? What worlds will you build?
- Changes Shape (EW, 15)
- Collects Bounties (EW, 18)
- Commands Monsters (EW, 19)
- Conducts Rocket Science (EW, 20)
- Descends from Nobility (EW, 21)
- Drives Like a Maniac (EW, 22)
- Eliminates Occult Threats (EW, 23)
- Explores (EW, 25)
- Fell Through a Rabbit Hole (EW, 26)
- Figures Things Out (EW, 28)
- Finds the Flaw in All Things (EW, 29)
- Governs (EW, 30)
- Hacks the Network (EW, 31)
- Helps Their Friends (EW, 32)
- Is Hunted by Moths (EW, 33)
- Is Sworn to the Crown (EW, 35)
- Is Wanted By the Law (EW, 36)
- Keeps a Magic Ally (EW, 37)
- Learns Quickly (EW, 39)
- Likes to Break Things (EW, 40)
- Loves the Void (EW, 41)
- Makes Prophecy (EW, 42)
- Mutates (EW, 43)
- Negotiates Matters of Life and Death (EW, 45)
- Plays a Deadly Instrument (EW, 46)
- Plays Too Many Games (EW, 48)
- Resides in Silicon (EW, 49)
- Revels in Trickery (EW, 50)
- Rules the Sea (EW, 51)
- Runs Away (EW, 53)
- Sailed Beneath the Jolly Roger (EW, 54)
- Scavenges (EW, 55)
- Serves and Protects (EW, 56)
- Serves in an Elite Military Squad (EW, 58)
- Touches the Sky (EW, 59)
- Transcends Humanity (EW, 61)
- Walks the Wasteland (EW, 62)
- Was Foretold (EW, 64)
- Wears Power Armor (EW, 65)
- Wears Spurs (EW, 67)
- Wonders (EW, 68)
- Works for a Living (EW, 69)
See also: Expanded Worlds — Descriptors
First Responders — Foci
Floods. Pandemics. Earthquakes and other crises that put lives and communities at risk. These are monsters of a different sort—and they call for a different kind of hero.
- Battles the Blaze (FR, 23)
- Befriends the Flames (FR, 24)
- Controls the Scene (FR, 24)
- Shuts Death's Door (FR, 25)
See also: First Responders — Types and First Responders — What's in the Book?
Gods of the Fall — Foci
The Gods are eead—now it's your turn.
- Finds the Flaw in All Things (GODS, 130)
- Revels in Trickery (GODS, 131)
- Speaks Curses (GODS, 132)
- Walks with the Night (GODS, 134)
See also: Gods of the Fall — Descriptors, Gods of the Fall — Types, and Gods of the Fall — What's in the Book?
The Magnus Archives — Foci
Deep within the archives of the Magnus Institute, dark things are stirring…
- Carries a Gun (TMA, 60)
- Does a Bit of This and That (TMA, 61)
- Explores Dark Places (TMA, 63)
- Fights Dirty (TMA, 64)
- Helps Their Friends (TMA, 66)
- Infiltrates (TMA, 68)
- Leads (TMA, 70)
- Learns Quickly (TMA, 72)
- Looks for Trouble (TMA, 74)
- Moves Like a Cat (TMA, 75)
- Needs No Weapon (TMA, 76)
- Never Says Die (TMA, 78)
- Practically Lives Online (TMA, 79)
- Runs Away (TMA, 81)
- Solves Mysteries (TMA, 82)
- Wears a Badge (TMA, 84)
- Works the Back Alleys (TMA, 86)
- Would Rather Be Reading (TMA, 88)
See also: The Magnus Archives — Descriptors, The Magnus Archives — Types and The Magnus Archives — What's in the Book?
Mystery Flesh Pit National Park — Foci
Cosmic horror meets bureaucratic satire!
Innocent Bystanders
- Calculates the Incalculable (MFPNP, 50)
- Doesn't Do Much (MFPNP, 50)
- Drives like a Maniac (MFPNP, 50)
- Entertains (MFPNP, 50)
- Helps Their Friends (MFPNP, 50)
- Interprets the Law (MFPNP, 51)
- Is Idolized by Millions (MFPNP, 51)
- Learns Quickly (MFPNP, 51)
- Looks for Trouble (MFPNP, 51)
- Moves like a Cat (MFPNP, 52)
- Plays Too Many Games (MFPNP, 53)
- Runs Away (MFPNP, 53)
- Shepherds the Community (MFPNP, 53)
- Solves Mysteries (MFPNP, 53)
- Was Raised in a Golden Circle (MFPNP, 53)
- Works for a Living (MFPNP, 53)
- Works the Back Alleys (MFPNP, 53)
- Works the System (MFPNP, 53)
- Would Rather Be Reading (MFPNP, 53)
Horror Veterans
- Defends the Weak (MFPNP, 50)
- Explores Dark Places (MFPNP, 50)
- Has a Knack with Anodyne Tech (MFPNP, 50)
- Conducts Weird Science (MFPNP, )
- Fights Dirty (MFPNP, 50)
- Hunts (MFPNP, 51)
- Infiltrates (MFPNP, 51)
- Is Licensed to Carry (MFPNP, 51)
- Is Wanted by the Law (MFPNP, 51)
- Leads (MFPNP, )51
- Lives in the Wilderness (MFPNP, 51)
- Masters Weaponry (MFPNP, 52)
- Mines for Anodyne (MFPNP, 52)
- Murders (MFPNP, 52)
- Needs No Weapon (MFPNP, 52)
- Never Says Die (MFPNP, 52)
- Operates Undercover (MFPNP, 52)
- Rages (MFPNP, 53)
- Throws with Deadly Accuracy (MFPNP, 53)
See also: Mystery Flesh Pit National Park — Descriptors, Mystery Flesh Pit National Park — Types, Mystery Flesh Pit National Park — Flavors, and Mystery Flesh Pit National Park — What's in the Book?
Numenera Discovery — Foci
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
- Bears a Halo of Fire (NDIS, 58)
- Commands Mental Powers (NDIS, 60)
- Controls Beasts (NDIS, 62)
- Controls Gravity (NDIS, 63)
- Crafts Illusions (NDIS, 65)
- Employs Magnetism (NDIS, 67)
- Entertains (NDIS, 68)
- Exists Partially Out of Phase (NDIS, 69)
- Explores Dark Places (NDIS, 71)
- Fights With Panache (NDIS, 72)
- Focuses Mind Over Matter (NDIS, 73)
- Fuses Flesh and Steel (NDIS, 74)
- Howls at the Moon (NDIS, 76)
- Hunts (NDIS, 77)
- Lives in the Wilderness (NDIS, 78)
- Masters Defense (NDIS, 80)
- Masters Weaponry (NDIS, 80)
- Murders (NDIS, 82)
- Rages (NDIS, 83)
- Rides the Lightning (NDIS, 83)
- Speaks with a Silver Tongue (NDIS, 85)
- Talks to Machines (NDIS, 86)
- Wears a Sheen of Ice (NDIS, 87)
- Wields Power With Precision (NDIS, 89)
See also: Numenera Discovery — Descriptors, Numenera Discovery — Types, and Numenera Discovery — What's in the Book?
Numenera Destiny — Foci
Create centers of learning or trade. Innovate, build, and protect.
- Absorbs Energy (NDES, 55)
- Acts Without Consequence (NDES, 57)
- Adjures the Leviathan (NDES, 58)
- Augments Flesh With Grafts (NDES, 59)
- Battles Automatons (NDES, 61)
- Brandishes an Exotic Shield (NDES, 63)
- Breaks Down Walls (NDES, 64)
- Builds Tomorrow (NDES, 66)
- Dances With Dark Matter (NDES, 69)
- Defends the Gate (NDES, 71)
- Defends the Weak (NDES, 72)
- Descends from Nobility (NDES, 73)
- Emerged from the Obelisk (NDES, 75)
- Explores Yesterday (NDES, 77)
- Fights With a Horde (NDES, 78)
- Fuses Mind and Machine (NDES, 79)
- Hunts Abhumans (NDES, 81)
- Imparts Wisdom (NDES, 82)
- Leads (NDES, 83)
- Learns From Adversity (NDES, 85)
- Metes Out Justice (NDES, 86)
- Moves Like a Cat (NDES, 87)
- Needs No Weapons (NDES, 88)
- Never Says Die (NDES, 89)
- Possesses a Shard of the Sun (NDES, 90)
- Radiates Vitality (NDES, 92)
- Sees Beyond (NDES, 94)
- Shepherds the Community (NDES, 96)
- Shreds the Walls of the World (NDES, 97)
- Thunders (NDES, 99)
- Touches the Sky (NDES, 101)
- Wields Words Like Weapons (NDES, 103)
See also: Numenera Destiny — Descriptors, Numenera Destiny — Types, and Numenera Destiny — What's in the Book?
Numenera Character Options — Foci
The character you envision.
- Battles Automatons (NCO1, 51)
- Consorts with the Dead (NCO1, 53)
- Constantly Evolves (NCO1, 55)
- Defends the Weak (NCO1, 56)
- Exists in Two Places at Once (NCO1, 56)
- Explores Deep Waters (NCO1, 57)
- Fights Dirty (NCO1, 59)
- Focuses Two Personalities (NCO1, 60)
- Fuses Mind and Machine (NCO1, 61)
- Hunts Abhumans (NCO1, 63)
- Masters Insects (NCO1, 65)
- Metes Out Justice (NCO1, 66)
- Moves Like a Cat (NCO1, 68)
- Never Says Die (NCO1, 70)
- Performs Feats of Strength (NCO1, 71)
- Possesses a Shard of the Sun (NCO1, 72)
- Reforges Completely (NCO1, 73)
- Sees Beyond (NCO1, 74)
- Separates Mind from Body (NCO1, 75)
- Stands Like a Bastion (NCO1, 77)
- Throws With Deadly Accuracy (NCO1, 78)
- Travels Through Time (NCO1, 79)
See also: Numenera Character Options — Descriptors
Numenera Character Options 2 — Foci
Build a character as wondrous as the Ninth World itself!
- Abides in Crystal (NCO2, 48)
- Absorbs Energy (NCO2, 50)
- Abuses Alchemy (NCO2, 51)
- Becomes Energy (NCO2, 63)
- Charges Right In (NCO2, 54)
- Conceals the Truth (NCO2, 55)
- Delved Too Deeply (NCO2, 56)
- Devotes Everything to the Cause (NCO2, 58)
- Fell From Another World (NCO2, 59)
- Figures Things Out (NCO2, 60)
- Forges a Bond (NCO2, 63)
- Gazes Into the Abyss (NCO2, 64)
- Likes to Break Things (NCO2, 65)
- Lives on the Road (NCO2, 66)
- Makes Something Out of Nothing (NCO2, 67)
- Manipulates Force (NCO2, 69)
- Plays Tricks (NCO2, 71)
- Provides Support (NCO2, 72)
- Shapes Liquid (NCO2, 73)
- Speaks to the Datasphere (NCO2, 75)
- Stares Down Adversity (NCO2, 77)
- Steps Into the Outside (NCO2, 77)
- Ventures Into the Night (NCO2, 79)
- Wields a Whip (NCO2, 81)
- Wonders (NCO2, 83)
See also: Numenera Character Options 2 — Descriptors and Numenera Character Options 2 — Types
Jade Colossus: Ruins of the Prior Worlds — Foci
The essential GM's companion for adventure building in the weird and wondrous Ninth World.
- Delved Too Deeply (JC, 17)
- Has Three Hands (JC, 18)
- Speaks in Exaltation (JC, 20)
- Taps the Void (JC, 22)
Numenera: The Ninth World Guidebook — Foci
From the frozen lands beyond the Southern Wall, to the volcanic desert of Vralk and the weird, faroff realm of Corao, The Ninth World Guidebook explores new lands and includes adventure hooks, new creatures, new character options, and the incredible level of detail, imagination, and weirdness that is the hallmark of the Ninth World!
- Lives on the Road (NWG, 220)
See also: Numenera: The Ninth World Guidebook — Descriptors
Numenera: The Octopi of the Ninth World — Foci
The secrets of a billion-year empire.
- Wields a Nilstone (NONW, 9)
See also: Numenera: The Octopi of the Ninth World — Descriptors
Torment: Tides of Numenera—The Explorer's Guide — Foci
Explore new lands. Discover new creatures. Unearth new secrets.
- Breathes Shadow (TTN, 145)
- Snares Deadly Prey (TTN, 147)
- Speaks with a Silver Tongue (TTN, 148)
See also: Torment: Tides of Numenera—The Explorer's Guide — Descriptors
Old Gods of Appalachia — Foci
In the mountains of Central Appalachia, blood runs as deep as these hollers and just as dark. Since before our kind wandered into these hills, hearts of unknowable hunger and madness have slumbered beneath them.
- Applies Themself (OGOA, 84)
- Becomes the Beast (OGOA, 85)
- Calls Home the Hounds (OGOA, 87)
- Cannot Escape the Darkness (OGOA, 89)
- Crafts Powerful Objects (OGOA, 91)†
- Cures What Ails Ya (OGOA, 92)
- Defends What Matters (OGOA, 93)
- Delves the Darkness (OGOA, 94)
- Does What Needs Doin' (OGOA, 96)
- Fears No Haints (OGOA, 97)
- Gets Rough and Rowdy (OGOA, 99)
- Hunts (OGOA, 100)
- Knows Jack (OGOA, 101)
- Knows the Unknowable (OGOA, 102)
- Makes a High Lonesome Sound (OGOA, 103)
- Manifests the Mountain (OGOA, 105)
- Masters the Swarm (OGOA, 106)
- Moves Like a Catamount (OGOA, 107)
- Possesses the Gift (OGOA, 108)
- Serves the Green (OGOA, 109)
- Shares the Ways and Signs (OGOA, 110)
- Shoots Sharp and Straight (OGOA, 112)
- Speaks in Tongues (OGOA, 113)
- Walks These Woods (OGOA, 115)
- Would Rather Be Reading (OGOA, 117)
See also: Old Gods of Appalachia — Descriptors, Old Gods of Appalachia — Types, and Old Gods of Appalachia — What's in the Book?
Editor's Notes — Under Crafts Powerful Objects (OGOA, 91), the Cypher Mastery (OGOA, 91) ability should be a tier 5 ability instead of tier 4.
Old Gus' Daft Drafts — Foci
A collection of free, online options for your best game ever!
- Accelerates Entropy (OG-DD)
- Bears a Curse of Stone (OG-DD)
- Blows in the Wind (OG-DD)
- Can Devour Anything (OG-DD)
- Chases Tales (OG-DD)
- Has Unfinished Business (OG-DD)
- Hoards Dross (OG-DD)
- Prepares Delicacies (OG-DD)
See also: Old Gus' Draft Drafts — Descriptors, Old Gus' Draft Drafts — Flavors, and Old Gus' Draft Drafts — What's in the Book?
Path of the Planebreaker — Foci
Unlock the mysteries of the planes!
- Prays to the Multiverse (POTP, 179)
- Serves the Grove of Crows (POTP, 179)
- Stitches Shadow (POTP, 180)
- Wields a Chaos Blade (POTP, 181)
See also: Path of the Planebreaker — Descriptors and Path of the Planebreaker — What's in the Book?
Planar Character Options — Foci
Create awesome characters altered—or formed—by the planes!
- Aspires to Angelic Perfection (PCO, 24)
- Brandishes a Firearm (PCO, 26)
- Distills the Resonance of the Multiverse (PCO, 28)
- Embodies the Machine (PCO, 32)
- Gambles with Destiny (PCO, 34)
- Is Pledged to the Annihilation (PCO, 36)
- Judges the Cosmos (PCO, 40)
- Prays to the Multiverse (PCO, 42)
- Serves the Grove of Crows (PCO, 44)
- Shepherds Demons (PCO, 46)
- Speaks the Language of Signs (PCO, 48)
- Stitches Shadow (PCO, 50)
- Strikes With an Amethyst Fist (PCO, 52)
- Travels Through Shadow (PCO, 54)
- Was Scarred by the Psychic War (PCO, 56)
- Wields a Chaos Blade (PCO, 58)
See also: Planar Character Options — Descriptors and Planar Character Options — Flavors
Predation — Foci
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
- Plays God (PRED, 39)
- Predates (PRED, 42)
- Self-Evolves (PRED, 43)
- Walks With Dinosaurs (PRED, 44)
See also: Predation — Descriptors, Predation — Types, and Predation — What's in the Book?
Shotguns & Sorcery — Foci
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Brawls Like an Animal (SS, 47)
- Carries a Quiver (SS, 48)
- Commands the Dead (SS, 49)
- Conjures Monsters (SS, 50)
- Crafts Illusions (SS, 51)
- Entertains (SS, 55)
- Evokes the Elements (SS, 53)
- Explores Dark Places (SS, 56)
- Fights Dirty (SS, 57)
- Fights With Panache (SS, 58)
- Fights with Two Weapons (SS, 59)
- Knows a Bit About Everything (SS, 60)
- Leads (SS, 61)
- Lives Beyond the Wall (SS, 62)
- Looks for Trouble (SS, 63)
- Masters Defense (SS, 63)
- Masters Weaponry (SS, 64)
- Moves Like a Cat (SS, 65)
- Murders (SS, 66)
- Never Says Die (SS, 66)
- Packs Heat (SS, 67)
- Performs Feats of Strength (SS, 68)
- Rages (SS, 69)
- Separates Mind From Body (SS, 70)
- Slays Undead (SS, 71)
- Solves Mysteries (SS, 72)
- Throws With Deadly Accuracy (SS, 73)
- Works the Back Alleys (SS, 74)
See also: Shotguns & Sorcery — Descriptors, Shotguns & Sorcery — Types, and Shotguns & Sorcery — What's in the Book?
The Strange — Foci
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
† — denotes a draggable focus.
Earth (Standard Physics)
- Conducts Weird Science (TS, 57)
- Entertains (TS, 61)†
- Is Licensed to Carry (TS, 64)
- Leads (TS, 65)†
- Looks for Trouble (TS, 68)†
- Operates Undercover (TS, 70)†
- Solves Mysteries (TS, 78)†
- Works the System (TS, 83)
Ardeyn (Magic)
- Abides in Stone (TS, 51)
- Carries a Quiver (TS, 55)
- Channels Sinfire (TS, 55)
- Embraces Qephilim Ancestry (TS, 59)
- Lives in the Wilderness (TS, 66)
- Practices Soul Sorcery (TS, 71)
- Shepherds the Dead (TS, 76)
- Slays Dragons (TS, 77)
- Wields Two Weapons at Once (TS, 82)†
- Works Miracles (TS, 82)
Ruk (Mad Science)
- Adapts to any Environment (TS, 54)
- Infiltrates (TS, 62)
- Integrates Weaponry (TS, 63)
- Metamorphizes (TS, 69)
- Processes Information (TS, 74)
- Regenerates Tissue (TS, 74)
- Spawns (TS, 79)
Other
- Translates (TS, 80)†
- Awakens Dangerous Psychic Talent (TS, 236)
See also: The Strange — Descriptors, The Strange — Types, and The Strange — What's in the Book?
In Translation: The Strange Character Options — Foci
Translating to a new recursion? It's not just about visiting—it's about becoming a part of it. About becoming a different version of yourself.
† — denotes a draggable focus.
Earth (Standard Physics)
- Calculates the Incalculable (TSCO, 35)†
- Collects Bounties (TSCO, 41)
- Excels Physically (TSCO, 44)†
- Interprets the Law (TSCO, 53)
- Is Idolized by Millions (TSCO, 56)
- Learns Quickly (TSCO, 60)
- Needs No Weapon (TSCO, 67)†
- Negotiates Matters of Life and Death (TSCO, 68)
- Serves and Protects (TSCO, 79)
- Solves Mysteries (TSCO, )†
- Steals (TSCO, 86)†
Ardeyn (Magic)
- Awakens Dreams (TSCO, 31)†
- Casts Spells (TSCO, 36)
- Channels Divine Blessings (TSCO, 39)
- Goes Berserk (TSCO, 48)
- Keeps a Magic Ally (TSCO, 58)
- Names (TSCO, 65)
- Smites the Wicked (TSCO, 81)
- Soars Across the Sky (TSCO, 83)
- Speaks for the Land (TSCO, 84)
- Throws Boulders (TSCO, 88)
Ruk (Mad Science)
- Aspires to Be Posthuman (TSCO, 29)
- Builds Robots (TSCO, 33)
- Controls Nanomachines (TSCO, 42)
- Fights Aliens (TSCO, 45)
- Fires a Blaster (TSCO, 46)
- Grows to Towering Heights (TSCO, 50)
- Is a Cyborg (TSCO, 55)
- Pilots Starcraft (TSCO, 69)
- Projects Energy (TSCO, 71)
- Rejuvenates the Infirm (TSCO, 73)
- Resides in Silicon (TSCO, 74)
- Sculpts Light (TSCO, 77)
- Wears an Iron Suit (TSCO, 90)
Other
- Hunts Zombies (TSCO, 52)
- Manipulates Strange Energy (TSCO, 61)†
- Masters Wuxia (TSCO, 63)
See also: In Translation: The Strange Character Options — Descriptors
Worlds Numberless and Strange — Foci
What will you find as you venture into Earth's shoals?
† — denotes a draggable focus.
- Becomes Bacterial (WNS, 196)
- Follows the Code of Bushido (WNS, 198)
- Haunts the Rooftops (WNS, 199)
- Inks Spells on Skin (WNS, 200)
- Masters Foot and Fist (WNS, 203)
- Names (WNS, 204)
- Quells Undead (WNS, 206)
- Trick-or-Treats (WNS, 207)
Tidal Blades — Foci
Welcome to Naviri, a peaceful paradise full of promise—and in dire need of heroes.
- Befriends Beasts (TB, 95)
- Constantly Evolves (TB, 101)
- Delves the Fourth Dimension (TB, 105)
- Explores Deep Waters (TB, 110)
- Moves like a Jin (TB, 112)
- Races like a Champion (TB, 124)
- Sails the Howling Sea (TB, 126)
- Studies Anomalies (TB, 127)
See also: Tidal Blades — Descriptors and Tidal Blades — Types
Unmasked — Foci
Superpowers and horror in a dark eighties.
- Flies by Night (UM, 52)
- Lives on the Dark Side (UM, 56)
- Travels Back From the Future (UM, 58)
- Wants to Be Adored (UM, 59)
See also: Unmasked — Descriptors, Unmasked — Types, and Unmasked — What's in the Book?
VURT — Foci
Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.
- Can't be Mithered (VURT, 67)
- Controls Blurbs (VURT, 68)
- Craves the Fix (VURT, 69)
- Delves Deeper (VURT, 71)
- Disturbs the Peace (VURT, 72)
- Is a Lab Rat (VURT, 73)
- Goes Mad-Dog (VURT, 74)
- Has Done Time (VURT, 75)
- Hits the Jam (VURT, 76)
- Hyperprocesses (VURT, 76)
- Is a Lucky Bleeder (VURT, 77)
- Is Idolized (VURT, 78)
- Keeps it Raw (VURT, 78)
- Keeps the Faith (VURT, 80)
- Liquidates (VURT, 81)
- Lives Life as a Dodo (VURT, 82)
- Makes it Their Problem (VURT, 83)
- Never Jerks Out (VURT, 84)
- Plays To Win (VURT, 85)
- Plugs In (VURT, 86)
- Runs the Ginnels (VURT, 87)
- Scraps like a Scally (VURT, 88)
- Shows Them All (VURT, 90)
- Takes the Reins (VURT, 90)
- Tops Gears (VURT, 92)
- Tracks Marks (VURT, 93)
- Works for the City (VURT, 93)
- Works the Room (VURT, 95)
See also: VURT — Descriptors, VURT — Types, and VURT — What's in the Book?
Chapter 9 Abilities
Quick Reference: Abilities
- Special Abilities (18)
- Activate a Special Ability (223)
- Ability Categories and Relative Power (95)
- Cantrips (IOM, 62)
- Mutations (RR, 78)
Ability Categories
† — denotes ablilities that don't appear in any type, flavor, or focus ability lists.
‡ — denotes abilities categorized by the editor.
- Attack Skill (96)
- Companion (96)
- Control (97)
- Craft (97)
- Cure (98)
- Cyphers and Artifacts (OG-CSRD)
- Environment (99)
- Extra Action (OG-CSRD)
- Information (99)
- Meta (100)
- Movement (101)
- Protection (102)
- Recovery (OG-CSRD)
- Roll (OG-CSRD)
- Senses (103)
- Social (103)
- Special Attack (104)
- Stats (OC-CSRD)
- Stress (OG-CSRD)
- Support (105)
- Task (106)
- Transform (107)
Abilities by Alphabetical Order
Related Sections
- Covens (IOM, 88)
- Flavor (34)
- Posthuman Packages (SF, 52)
- Psionics (SF, 50)
- Sidekick Abilities (OG-CSRD)
- Skills and Other Abilities (421)
- Spellcasting (259)
- Stress (OG-CSRD)
(Cypher System Rulebook, page 95)
This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if any), and focus. They are sorted alphabetically by the ability's name.
A character's type, flavor, and focus assign an appropriate tier to each ability. However, if you're creating a brand-new focus or type, we provide a couple of additional tools.
The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities.
Low-Tier Abilities: Abilities appropriate for tiers 1 and 2 characters are called "low-tier" abilities.
Mid-Tier Abilities: Abilities appropriate for tiers 3 and 4 are called "mid-tier" abilities.
High-Tier Abilities: Abilities appropriate for tiers 5 and 6 are called "high-tier" abilities.
These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.
Ability Categories and Relative Power
(Cypher System Rulebook, page 95)
Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.
The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called "Is Born of the Swamp" and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.
The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.
These categories have some overlap with the Focus Categories. For example, there is a support category here and a support category in Chapter 8: Focus. They aren't intended to be exact parallels and they don't mean exactly the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.
Attack Skill
(Cypher System Rulebook, page 96)
Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).
Low Tier:
(Cypher System Rulebook, page 96)
- Elastic Grip (CTS, 52)‡
- Heads-Up Display (148)
- Practiced With Guns (171)
- Practiced With Medium Weapons (171)
- Practiced With Swords (171)
- Quarry (173)
- Unarmed Fighting Style (194)
- Weapon at Hand (RR, 125)‡
Mid Tier:
(Cypher System Rulebook, page 96)
- Blood Fever (115)
- Cognizant Offense (119)
- Flex Weapon Skill (CTS, 53)†‡
- Greater Skill With Defense (147)
- Practiced With All Weapons (171)
- Robot Fighter (178)
- Serv-0 Aim (181)
- Serv-0 Brawler (181)
- Skill With Attacks (183)
- Sniper's Aim (184)
- Specialized Throwing (185)
- Trained Guncasting (IOM, 47)‡
High Tier:
(Cypher System Rulebook, page 96)
- As Foretold in Prophecy (110)
- Duel to the Death (132)
- Greater Skill With Attacks (147)
- Hunter's Drive (149)
- Master of Unarmed Fighting Style (160)
- Mastery With Attacks (161)
- Specialized Basher (185)
Companion
(Cypher System Rulebook, page 96)
Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.
Editor's Notes — For more on companion abilities, see Chapter 11-A: Followers and Factions.
Low Tier:
(Cypher System Rulebook, page 96)
- Basic Follower (112)
- Beast Companion (112)
- Bound Magic Creature (115)
- Bound Magic Familiar (IOM, 65)†‡
- Control Swarm (122)
- Critter Companion (123)†
- Duplicate (132)
- Emotional Support Pet (IOM, 71)‡
- Entourage (136)
- Influence Swarm (153)
- Necromancy (165)
- Resilient Duplicate (176)
- Robot Assistant (178)
- Serv-0 (181)
- Spectral Servant (IOM, 71)‡
- Spirit Accomplice (185)
Mid Tier:
(Cypher System Rulebook, page 96)
- Beast Eyes (112)
- Call Swarm (118)
- Expert Follower (137)
- Facsimile of Life (IOM, 66)†‡
- Fellow Explorer (139)†
- Fiery Hand of Doom (139)
- Flying Companion (CTS, 53)‡
- Gain Unusual Companion (144)
- Greater Necromancy (147)
- Improved Object Bond (152)
- Living Armor (158)
- Machine Companion (159)
- Mount (164)
- Raider Follower (RR, 122)‡
- Retinue (177)
- Shipspeak (183)
- Soul Familiar (IOM, 68)†‡
- Stronger Together (187)
- Summon Giant Spider (188)
- Superior Duplicate (188)
- Time Loop (192)
- Tree Companion (GF, 33)‡
Editor's Notes — A duplicate entry for the Time Doppelganger ability has been removed from this category by the editor.
High Tier:
(Cypher System Rulebook, page 96)
- As If One Creature (110)
- Band of Desperados (112)
- Band of Followers (112)
- Beast Call (112)
- Call Dead Spirit (117)
- Call in Favor (117)
- Call Otherworldly Spirit (117)
- Call Through Time (118)
- Conjuration (121)
- Deadly Swarm (125)
- Dragon's Maw (131)
- Fire Servant (140)
- Improved Apportation (151)
- Improved Companion (151)
- Improved Machine Companion (152)
- Insect Eruption (154)
- Legal Intern (157)
- Masterful Armor Modification (160)
- Multiplicity (165)
- Object Bond Mastery (167)
- Recruit Deputy (175)
- Robot Fleet (179)
- Spells Have No Speed Limit (IOM, 53)‡
- Summon Demon (188)
- Time Doppelganger (191)
- True Necromancy (194)
Control
(Cypher System Rulebook, page 97)
Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.
Low Tier:
(Cypher System Rulebook, page 97)
- Calm Stranger (118)
- Charm Machine (119)
- Cloud Personal Memories (119)†
- Community Activist (121)
- Fast Talk (138)
- Goad (145)
- Hack the Impossible (147)
- Robot Control (178)
- Soothe the Savage (184)
- Terrifying Presence (190)
Mid Tier:
(Cypher System Rulebook, page 97)
- Calm (118)
- Captivate or Inspire (118)
- Captivate With Starshine (118)
- Command (120)†
- Command Beast (120)†‡
- Command Machine (120)
- Command Spirit (121)
- Crowd Control (123)
- Daydream (124)
- Grand Deception (146)
- Interruption (155)†
- Mind Control (162)
- Psychic Suggestion (172)
High Tier:
(Cypher System Rulebook, page 97)
- Advanced Command (108)
- Assume Control (111)
- Brainwashing (116)
- Change the Paradigm (119)†
- Control Machine (121)
- Control the Savage (122)
- Defuse Situation (127)
- Flee (141)
- Psychic Passenger (172)
- Show Them the Way (183)
- Suggestion (188)
- Word of Command (199)
Craft
(Cypher System Rulebook, page 97)
Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.
Low Tier:
(Cypher System Rulebook, page 97)
- Always Tinkering (CTS, 48)†‡
- Create Deadly Poison (123)†
- Fixer (RR, 123)‡
- Fortification Builder (143)
- Junkmonger (156)
- Machine Efficiency (159)
- Modify Device (164)
- Natural Crafter (165)
- Quick Work (174)
- Robot Builder (178)
- Temporary Light (CTS, 56)‡
- Trapster (193)
- Weapon Crafter (197)
Mid Tier:
(Cypher System Rulebook, page 97)
- Dream Becomes Reality (132)
- Expert Crafter (137)†
- Ice Creation (150)
- Poison Crafter (170)
- Robot Upgrade (179)
- Sculpt Light (180)
High Tier:
(Cypher System Rulebook, page 97)
- Create (122)
- Dark Matter Structure (124)
- Improved Sculpt Light (152)
- Innovator (154)
- Jury-Rig (156)
- Modify Artifact Power (163)
- Reshape (176)
Cure
(Cypher System Rulebook, page 98)
Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
Low Tier:
(Cypher System Rulebook, page 98)
- Alleviate (109)
- Crystalline Body (123)
- Destined for Greatness (127)
- Diver (130)†
- Drain Creature (131)
- Drain Machine (131)
- Endurance (134)
- Escape (136)
- Extra Recovery (138)†
- Foil Danger (142)
- Healing Touch (149)
- Ignore the Pain (150)
- Improved Recovery (152)
- Living Off the Land (158)
- Patient Recovery (GF, 32)‡
- Push on Through (173)
- Quick Recovery (173)
- Repair Flesh (176)
- Restful Presence (177)†
- Speedy Recovery (185)
- Surging Confidence (188)
- Totally Chill (192)
- Water Adaptation (196)†
- Will of Legend (199)
Mid Tier:
(Cypher System Rulebook, page 98)
- Aquatic Combatant (110)†
- Biomorphic Healing (113)†
- Damage Transference (124)
- Drain Charge (131)
- Fight On (139)
- Font of Healing (142)
- Healing Pulse (148)
- Ignore Affliction (150)
- Immovable (150)
- Incredible Health (153)
- Miraculous Health (163)
- Noble's Courage (166)
- One With the Wild (167)
- Poison Resistance (170)†
- Preternatural Senses (171)
- Regeneration (175)
- Rewind Rot (IOM, 60)‡
- Store Energy (186)
- Tap Currents (IOM, 59)‡
- Thinking Ahead (191)†
- Tough As Nails (192)
- Unmovable (195)
- Unraveling Consumption (195)
- Wilderness Encouragement (198)
- Willing Sacrifice (199)
High Tier:
(Cypher System Rulebook, page 98)
- Continuous Transfer (IOM, 59)‡
- Deep Reserves (126)
- Final Defiance (139)
- Free to Move (143)
- Gamer's Fortitude (144)
- Gaming God (144)
- Greater Healing Touch (147)
- Incredible Recovery (153)
- Infuse Spirit (153)
- Inspiration (154)†
- Inspire the Innocent (154)
- Mind Surge (162)
- Negate Danger (165)
- Not Dead Yet (166)
- Rapid Recovery (174)†
- Regenerate (175)†
- Restorative Bloom (GF, 32)‡
- Restore Life (177)
- Resuscitate (177)
- Share the Power (182)
- Stay the Course (186)
- Trick Driver (194)
- Vigilant (196)
Cyphers and Artifacts
(OG-CSRD Editorial Addition)
Modifies cypher limits, or enhances the finding, crafting or use of cyphers and artifacts.
Low Tier:
- Always Tinkering (CTS, 48)†‡
- App Tinkerer (IOM, 45)‡
- Artifact Tinkerer (110)
- Augment Cypher (111)†
- Boost Manifest Cypher (CTS, 51)†‡
- Charge (119)
- Cypher Casting (GF, 29)‡
- Drain Charge (131)
- Drain Machine (131)
- Expanded Repertoire (138)‡
- Extra Use (138)†
- Magic Training (159)
- Quick Work (174)
Mid Tier:
- Apportation (110)
- Cypher Surge (124)‡
- Cyphersmith (124)
- Expert Cypher Use (137)
- Faster Wild Magic (GF, 31)‡
- Fusion (144)
- Machine Bond (159)
- Magical App Hacker (IOM, 45)‡
- Magical Repertoire (GF, 32)‡
- Modify Cyphers (CTS, 54)†‡
- Robot Upgrade (179)
High Tier:
- Absorb Energy (108)
- Adroit Cypher Use (108)
- Artifact Scavenger (110)
- Boost Manifest Cypher Function (CTS, 51)†‡
- Improved Machine Companion (152)
- Innovator (154)
- Inventor (155)
- Master Cypher Use (160)
- Masterful Armor Modification (160)
- Maximize Cypher (GF, 32)‡
- Modify Artifact Power (163)
- Overcharge Device (168)
- Recycled Cyphers (175)
- Usurp Cypher (195)
- Weird Science Breakthrough (197)
- Wild Insight (GF, 33)‡
- Word of Command (199)
Environment
(Cypher System Rulebook, page 99)
Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.
Low Tier:
(Cypher System Rulebook, page 99)
- Annoy Electronics (IOM, 74)‡
- Automatic Glow (CTS, 49)‡
- Background Music (IOM, 65, 70)‡
- Bolster Illusion (CTS, 51)‡
- Create Water (123)
- Critter Telekinesis (IOM, 66)†‡
- Dispel Magic (IOM, 75)‡
- Dreamcraft (132)
- Eclipse (IOM, 50)‡
- Fetch (139)
- Grasping Foliage (146)
- Gun Jammer (IOM, 47, 75)‡
- Hedge Magic (149)
- Hidden Closet (149)
- Hush (IOM, 66)†‡
- Illuminating Touch (150)
- Illusory Duplicate (150)
- Impetus (151)†
- Legerdemain (157)
- Lock (159)
- Magical Power Current (IOM, 75)‡
- Minor Illusion (162)
- Mist Cloud (CTS, 53)‡
- Move Metal (164)
- Slip Into Shadow (183)†
- Telekinesis (189)
- Wilderness Explorer (199)
Mid Tier:
(Cypher System Rulebook, page 99)
- Blackout (IOM, 65)†‡
- Daydream (124)
- Define Down (127)
- Field of Gravity (139)
- Force Field Barrier (143)
- Force to Reckon With (143)†
- Illusory Selves (150)
- Laundry Day (IOM, 71)‡
- Living Wall (158)
- Major Illusion (160)
- Network Dead Zone (IOM, 66)†‡
- Nullify Sound (166)
- Projection (172)
- Repair Machine (IOM, 75)‡
- Spring Cleaning (IOM, 71)‡
- Storm Seed (187)
- Sunlight (188)
High Tier:
(Cypher System Rulebook, page 99)
- Adaptation (108)
- Control Weather (122)
- Diamagnetism (128)
- Force Wall (143)
- Generate Force Field (145)
- Grandiose Illusion (146)
- Granite Wall (146)
- Inferno Trail (153)
- Move Mountains (164)
- Permanent Illusion (169)
- Relocate (176)
- Terrifying Image (190)
- Wall of Lightning (196)
- The Wild Is on Your Side (198)
Extra Action
(OG-CSRD Editorial Addition)
Allows you or an ally to take an extra action—for example, making more attacks, moving, or making a recovery roll. Many of these abilities restrictons on what an extra action can be used to do, or are reactive—requiring a certain trigger event (for example, making a successful Speed defene roll) before they can be activated. Some of these abilities also allow PCs to accomplish tasks faster than normal.
Low Tier:
- Contortionist (121)
- Dual Light Wield (132)
- Elusive (133)†
- Fleet of Foot (141)
- Get Away (145)
- Improved Recovery (152)
- Inspire Action (154)
- Quick Throw (174)
- Reload (176)
- Scratch Existence (180)
- Successive Attack (187)
- Surging Confidence (188)
Mid Tier:
- Answering Attack (110)†
- Biomorphic Healing (113)†
- Dodge and Respond (131)
- Fruitfully Pass the Time (RR, 121)‡
- Healing Pulse (148)
- Quick Switch (CTS, 55)‡
- Rapid Attack (174)
- Rapid Processing (174)
- Reaction (174)
- Seize the Moment (181)
- Trick Shot (194)
High Tier:
- Again and Again (109)
- Attack and Attack Again (111)
- Arc Spray (110)
- Continuous Transfer (IOM, 59)‡
- Defense Master (127)
- Escape Plan (136)
- Incredible Running Speed (153)
- Inspiration (154)‡
- Inspire Coordinated Actions (154)
- Inventor (155)
- Inspire the Innocent (154)
- Protective Instincts (IOM, 58)†
- Protective Wall (172)
- Punish All the Guilty (173)
- Rapid Recovery (174)†
- Return to Sender (177)
- Seize the Initiative (181)
- Snap Shot (183)
- Speedy Recovery (185)
- Spin Attack (185)
- Spring Away (186)
- Stay the Course (186)
- Undo (195)
- Weapon and Body (196)
- Work the Friendship (200)
Information
(Cypher System Rulebook, page 99)
Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.
Low Tier:
(Cypher System Rulebook, page 99)
- Access the Broadcast (IOM, 65)†‡
- Arcanaphone (IOM, 74)‡
- Babel (112)
- Check Status (IOM, 71)‡
- Communication (121)
- Community Knowledge (121)
- Decipher (126)
- Dream Thief (132)
- Eye for Detail (138)
- Gather Intelligence (144)
- Lab Analysis (157)
- Mind Reading (162)
- Mage Clock (IOM, 74)‡
- Monster Lore (164)
- Network Tap (165)
- Predictive Model (171)
- Premonition (171)
- Question the Spirits (173)
- Retrieve Memories (177)
- Salvage and Comfort (179)
- Scan (179)
- See History (180)
- Speaker for the Dead (184)
- Telepathic (189)
Mid Tier:
(Cypher System Rulebook, page 99)
- Animal Scrying (GF, 29)(CTS, 49)‡
- Creature Insight (123)†
- Device Insight (128)†
- Draw Conclusion (131)
- Find the Hidden (140)
- Got a Feeling (145)†
- Know Their Faults (156)†
- Machine Telepathy (159)
- Mechanical Telepathy (161)
- Question Past Self (IOM, 73)‡
- Reading Decomposition (IOM, 60)‡
- Reading the Room (175)
- Sensor Array (181)
- Serv-0 Scanner (181)
- Soul Interrogation (184)
- Spot Weakness (185)†
- Wilderness Awareness (198)
High Tier:
(Cypher System Rulebook, page 99)
- Deep Consideration (126)
- Drawing on Life's Experiences (131)
- Information Gathering (153)
- Knowing the Unknown (156)
- Mind of a Leader (162)
- Read the Signs (174)
- Telepathic Network (190)
Meta
(Cypher System Rulebook, page 100)
Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.
Low Tier:
(Cypher System Rulebook, page 100)
- A Smile and a Word (108)†
- App Tinkerer (IOM, 45)‡
- Arcane Flare (110)
- Artifact Tinkerer (110)
- Augment Cypher (111)†
- Beneath Notice (CTS, 49)‡
- Blood Magician (IOM, 65)†‡
- Boost Manifest Cypher (CTS, 51)†‡
- Car Magic (IOM, 53)‡
- Careful Shot (118)
- Charge (119)
- Coaxing Power (119)
- Combat Prowess (120)
- Copy Power (CTS, 51)‡
- Crushing Blow (123)
- Crystalline Body (123)
- Curious (123)
- Distant Interface (130)
- Double Strike (131)
- Drain Creature (131)
- Driving on the Edge (132)
- Elusive (133)†
- Enchanted Weapon (GF, 31)(CTS, 52)‡
- Energize Object (134)
- Enhanced Body (134)
- Expanded Repertoire (138)‡
- Extra Use (138)†
- Find the Way (140)
- Fists of Fury (140)
- Fleet of Foot (141)
- Frenzy (143)
- Golem Body (145)
- Gunner (147)
- Hacker (147)
- Hold Breath (149)†
- Improved Designation (151)
- Innate Power (155)(CTS, 53)‡
- Investigator (155)
- Lead From the Front (157)†
- Machine Efficiency (159)
- Mind for Might (162)
- Modify Device (164)
- Monster Bane (164)
- Natural Crafter (165)
- No Need for Weapons (166)
- Object Bond (167)
- One Hand on the Wheel (IOM, 53)‡
- Overload Machine (168)
- Precision (171)
- Quick Death (173)
- Quick Work (174)
- Range Increase (174)
- Reload (176)
- Smaller (CTS, 56)‡
- Something in the Road (184)
- Spellpay (IOM, 74)‡
- Tinker (192)
- Weapon Master (197)
- Witch Bane (IOM, 49)‡
- Wreck (200)
Mid Tier:
(Cypher System Rulebook, page 100)
- Ageless (CTS, 48)‡
- Amazing Effort (109)
- Betrayal (113)
- Better Living Through Chemistry (113)
- Capable Warrior (118)
- Cast Illusion (118)
- Cyphersmith (124)
- Deadly Aim (125)
- Deep Resources (126)†
- Disarming Strike (129)
- Dodge and Resist (131)
- Drain at a Distance (131)
- Energized Shield (134)
- Enhanced Intellect (135)
- Enhanced Intellect Edge (135)
- Enhanced Might (135)
- Enhanced Might Edge (135)
- Enhanced Physique (135)
- Enhanced Potential (135)
- Enhanced Speed (135)
- Enhanced Speed Edge (135)
- Experienced in Armor (136)
- Expert Cypher Use (137)
- Expert Skill (137)
- Fast Kill (138)
- Faster Wild Magic (GF, 31)‡
- Flameblade (140)
- From the Shadows (144)
- Fury (144)
- Fusion (144)
- Greater Beast Form (146)
- Greater Designation (146)
- Greater Enhanced Intellect (146)
- Greater Enhanced Might (146)
- Greater Enhanced Physique (146)
- Greater Enhanced Potential (146)
- Greater Enhanced Speed (146)
- Greater Frenzy (146)
- Guide Bolt (147)
- Guild Training (147)
- Harder Light (CTS, 53)‡
- Heroic Monster Bane (149)
- Hidden Reserves (149)
- Huge (149)
- Immovable (150)
- Improved Absorb Kinetic Energy (151)
- Improved Copying (CTS, 53)‡
- Improved Edge (151)
- Improved Monster Bane (152)
- Improved Sensor (152)
- Improved Witch Bane (IOM, 49)‡
- Incomparable Pilot (152)
- Increased Effects (153)
- Iron Eye (IOM, 47)‡
- Iron Fist (155)
- Know Where to Look (156)
- Lunge (159)
- Machine Bond (159)
- Machine Vulnerabilities (159)
- Magical App Hacker (IOM, 45)‡
- Magical Repertoire (GF, 32)‡
- Minor Wish (162)
- Modify Cyphers (CTS, 54)†‡
- Never Fumble (165)
- One With the Wild (167)
- Outlast the Foe (167)
- Outwit (168)
- Overcharge Energy (168)
- Perfect Stranger (169)
- Precise Cut (171)
- Punish the Guilty (173)
- Push Off and Throw (173)
- Quick Switch (CTS, 55)‡
- Quick Wits (174)
- Rapid Processing (174)
- Repeated Rituals (IOM, 54)‡
- Resilient Ice Armor (176)
- Roaming Third Eye (178)
- Robot Improvement (179)†
- Seize the Moment (181)
- Shepherd's Fury (182)
- Slippery Customer (183)
- Small Flight (CTS, 55)‡
- Space Fighting (184)
- Speed Burst (185)
- Steal Power (CTS, 56)‡
- Stone Breaker (186)
- Store Energy (186)
- Strategize (187)
- Think Your Way Out (191)
- Tower of Will (193)
- Trust to Luck (194)
- Uncanny Luck (194)
- Unstealable Charm (IOM, 76)‡
- Wall With Teeth (196)†
- Weaponization (197)
- Wildcard Powers (CTS, 56)‡
- Willing Sacrifice (199)
- Wrest From Chance (200)
High Tier:
(Cypher System Rulebook, page 101)
- Adroit Cypher Use (108)
- Again and Again (109)
- Agile Wit (109)
- All-Out Con (109)
- Amazing Copying (CTS, 48)‡
- Artifact Scavenger (110)
- Blurring Speed (115)
- Boost Manifest Cypher Function (CTS, 51)†‡
- Burst of Escape (116)
- Charging Horde (119)†
- Coordinated Effort (122)
- Damage Dealer (124)
- Damn the Guilty (124)
- Deadeye (IOM, 47)‡
- Deep Reserves (126)
- Deer in the Headlights (IOM, 53)
- Disarming Attack (129)
- Discipline of Watchfulness (129)
- Divide Your Mind (130)†
- Dual Distraction (132)
- Duel to the Death (132)
- Effective Skill (133)†
- Enhanced Beast Form (134)
- Enhanced Phased Attack (135)
- Escape Plan (136)
- Extreme Mastery (138)
- Force and Accuracy (142)†
- Gambler (144)
- Go to Ground (145)
- Hard to Kill (148)
- Heroic Witch Bane (IOM, 49)‡
- Horde Tactics (149)†
- Impart Understanding (151)
- Improved Command Spirit (151)†
- Improved Gravity Cleave (151)
- Improved Machine Companion (152)
- Improved Success (152)
- Inventor (155)
- Lethal Damage (158)
- Machine Enhancement (159)
- Magical Training (GF, 32)‡
- Maximize Cypher (GF, 32)‡
- Maneuvering Adept (160)†
- Master Cypher Use (160)
- Master Machine (160)
- Masterful Armor Modification (160)
- Mental Magic (IOM, 54)‡
- Moderate Wish (163)
- Modify Artifact Power (163)
- Multiple Copying (CTS, 54)‡
- Multiple Quarry (164)
- Multiplicity (165)
- Overcharge Device (168)
- Perfect Control (169)
- Perfect Speed Burst (169)
- Physically Gifted (170)
- Power Memory (CTS, 55)‡
- Recycled Cyphers (175)
- Reinforcing Field (175)
- Resonant Frequency (177)
- Robot Evolution (178)
- Seize the Initiative (181)
- Shield Burst (182)
- Shred Existence (183)
- Subtle Tricks (187)†
- Thief's Luck (191)
- Trick Driver (194)
- Twist of Fate (194)
- Two Things at Once (194)
- Ultra Enhancement (194)
- Using What's Available (195)
- Usurp Cypher (195)
- Weightless Shot (197)
- Weird Science Breakthrough (197)
- Wild Insight (GF, 33)‡
- Wild Vitality (198)
- Winter Gauntlets (199)
Movement
(Cypher System Rulebook, page 101)
Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).
Low Tier:
(Cypher System Rulebook, page 101)
- Bolt Rider (115)
- Contortionist (121)
- Danger Instinct (124)
- Dimensional Squeeze (CTS, 52)†
- Far Step (138)
- Flight Exertion (CTS, 53)‡
- Get Away (145)
- Hover (149)
- Phase Sprint (170)
- Void Wings (196)
- Walk Through Walls (196)
Mid Tier:
(Cypher System Rulebook, page 101)
- Amazing Leap (CTS, 48)‡
- Apportation (110)
- Blink of an Eye (115)
- Bypass Barrier (116)
- Controlled Fall (122)
- Ghost (145)
- Ghost Car (IOM, 66)†‡
- Mobile Fighter (163)†
- Obstacle Running (167)
- Phase Door (170)
- Runner (179)
- Short Teleportation (CTS, 55)‡
- Stashed Vehicle (RR, 121)‡
- Swim (188)†
- Temporal Dislocation (190)
- Tree Travel (GF, 33)‡
- Up to Speed (195)
- Windrider (199)
- Wings of Fire (199)
- Wormhole (200)
High Tier:
(Cypher System Rulebook, page 101)
- Alley Rat (109)
- Blurring Speed (115)
- Bullet Jaunt (IOM, 47)‡
- Chamber of Dreams (119)
- Electrical Flight (133)
- Embraced by Darkness (133)
- Enchanted Movement (GF, 31)(CTS, 52)‡
- Escape the Ruins (RR, 121)‡
- Fast Travel (139)
- Flash Across the Miles (141)
- Flight (141)
- Impossible Walk (151)†
- Incredible Running Speed (153)
- Jaunt (155)†
- Juggernaut (156)†
- Living Light (158)
- Masterful Armor Modification (160)
- Medium Teleportation (CTS, 53)‡
- Mental Projection (161)
- Moon Portal (IOM, 57)‡
- Return to the Obelisk (177)
- Teleportation (190)
- Time Travel (192)
- Traverse the Worlds (194)
- Very Long Sprinting (196)
- Wind Chariot (199)†
- Windwracked Traveler (199)
Protection
(Cypher System Rulebook, page 102)
Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.
Low Tier:
(Cypher System Rulebook, page 102)
- Absorb Kinetic Energy (108)
- Block (115)
- Closed Mind (119)
- Courageous (122)
- Crystalline Body (123)
- Defense Against Robots (126)
- Defensive Blinking (CTS, 52)‡
- Defensive Phasing (127)
- Deflect Attacks (127)†
- Distortion (130)
- Enhanced Body (134)
- Enveloping Shield (136)
- Fearsome Reputation (139)
- Field of Destruction (139)
- Flesh of Stone (141)
- Flight Not Fight (141)
- Force Field Shield (143)
- Fortified Position (143)
- Go Defensive (145)
- Golem Body (145)
- Hard to Distract (148)
- Hard to Hit (148)
- Hardened by the End (RR, 125)‡
- Hardiness (148)
- Have Spacesuit, Will Travel (148)
- Ice Armor (150)
- Just a Bit Mad (156)
- Magic Shield (159)†
- Mentally Tough (162)
- Out of Harm's Way (167)
- Phase Sprint (170)
- Powered Armor (171)
- Practiced in Armor (171)
- Practiced in Light Armor (RR, 121)‡
- Quick Block (173)
- Repel Metal (176)
- Resist the Elements (176)
- Resist Underwater Hazards (176)†
- Resonance Field (176)
- Safe Fall (179)
- Safe Sex (IOM, 72, 75, 76)‡
- Serv-0 Defender (181)
- Shield Master (182)
- Shroud of Flame (183)
- Skill With Defense (183)
- Sound Conversion Barrier (184)
- Stare Them Down (186)
- Sturdy (187)
- Trained Without Armor (193)
- Tolerance (RR, 125)‡
- Unarmored Fighter (194)
- Ward (196)
- Warding Shield (196)
- Weapon Defense (197)
- Weather the Vicissitudes (197)
- Wind Armor (199)
Mid Tier:
(Cypher System Rulebook, page 102)
- Absorb Pure Energy (108)
- Anticipate Attack (110)
- Blood Fever (115)
- Cloak of Opportunity (119)
- Confounding Banter (121)
- Confuse Enemy (121)
- Counter Danger (122)†
- Countercharm (IOM, 49)‡
- Countermeasures (122)
- Dark Matter Shell (124)
- Dark Matter Shroud (124)
- Defending Weapon (129)(CTS, 52)‡
- Discerning Mind (129)
- Divert Attacks (130)
- Dodge and Respond (131)
- Dual Defense (132)
- Electric Armor (133)
- Elemental Protection (133)
- Energy Protection (134)
- Energy Resistance (134)
- Experienced in Armor (136)
- Experienced Defender (136)
- Force Field Barrier (143)
- Fusion Armor (144)
- Hard-Won Resilience (148)
- Horde Fighting (149)
- Huge (149)
- Illusory Evasion (150)†
- Magnetic Field (159)
- Matter Cloud (161)
- Minor Wish (162)
- Moon Adaptation (IOM, 56)‡
- Moving Like Water (164)
- Nimble Swimmer (166)†
- Outlaw Reputation (168)
- Poison Crafter (170)
- Rapid Processing (174)
- Resilience (176)
- Resilient Ice Armor (176)
- Robot Fighter (178)
- Shield Training (182)
- Subconscious Defense (187)
- Temporal Acceleration (190)
- Tough It Out (193)
- Tower of Intellect (193)
- Tower of Will (193)
- Trust to Luck (194)
- Tumbling Moves (194)
- Versatile Mind (196)†
- Vigilance (196)
- Wraith Cloak (200)
High Tier:
(Cypher System Rulebook, page 102)
- Defense Master (127)
- Defensive Augmentation (127)†
- Defensive Field (127)
- Energize Creature (134)
- Energize Crowd (134)
- Evasion (136)
- Field-Reinforced Armor (139)
- Hard Target (148)
- Hard to Kill (148)
- Lost in the Chaos (159)
- Masterful Armor Modification (160)
- Mastery in Armor (161)
- Mastery With Defense (161)
- Microgravity Avoidance (162)
- Moderate Wish (163)
- Nothing but Defend (166)
- Parry (168)
- Precognition (171)
- Reactive Field (174)
- See the Future (180)
- Still As a Statue (186)
- Ultra Enhancement (194)
- Untouchable (195)
- Untouchable While Moving (195)
- Wear It Well (197)
Recovery
(OG-CSRD Editorial Addition)
Affects the number, potency, or other conditions of recovery rolls, for example, making them for free or in less time than usual.
Low Tier:
- Crystalline Body (123)
- Emotional Support Pet (IOM, 72)
- Enhanced Body (134)
- Golem Healing (145)
- Improved Recovery (152)
- Levity (158)
- Patient Recovery (GF, 32)‡
- Quick Recovery (173)
- Repair Flesh (176)
- Restful Presence (177)†
- Speedy Recovery (185)
- Surging Confidence (188)
- Totally Chill (192)
Mid Tier:
- Biomorphic Healing (113)†
- Fruitfully Pass the Time (RR, 121)