Table of Contents

Overview

Cyphers are one-use, cobbled-together bits of technology that characters frequently discover and use. Any time PCs come upon an old device, defeat an artificially enhanced or designed creature, or simply sift through the ruins of the past, they might scavenge a handful of new cyphers. Remember that in the Ninth World, cyphers are rarely used for their original, intended function, which is now unknowable. Something a character uses as a bomb might have been a power source for another device that has been rejiggered with some crossed wires. A vial of liquid might have been a nutrient solution for a biological experiment. For PCs, cyphers are the most important aspect of the numenera. Because the technology of the past is mysterious, cyphers are often determined randomly. However, the GM can place them intentionally as well. They have cool powers that can heal, make attacks, or produce effects such as nullifying gravity or turning something invisible. Cyphers are single-use items and are always consumed when used.
Cyphers are found with such regularity that the PCs can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say, “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or an injection that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers, so the devices really do end up seeming more like abilities and less like gear.

CYPHER DANGERS

Each character has a limit on the number of cyphers that they can carry at any given time. The idea is that cyphers can be dangerous when gathered together. But this idea is just Ninth World common sense, some of which might be based on incorrect observations. Although most cyphers are inherently unstable, will there be a terrible explosion if a first-tier Glaive gathers three cyphers in their fist at the same time? Probably not. Can a character tuck six pills into a pouch without dying of radiation poisoning? Almost certainly. The limit on cyphers is more of a gameplay mechanism than a setting or flavor issue. Basically, it’s bad for the game if PCs hoard cyphers because they’re meant to be used. Hoarding cyphers means there will be long stretches of the game without cypher use, and at some point there probably will be a moment with far too much cypher use.
So, imposing a bit of logic on the game mechanics, what happens if a character has too many cyphers in their possession? Using the Cypher Danger table, roll d100 and then add 10 to the result for each cypher over the character’s maximum limit. For cyphers that don’t seem like they should be particularly volatile, such as pills, elixirs, or other simple or mundane items, add nothing—or, if you prefer, subtract 10 from the result. If the result is nonsensical, move up one result. If it is still nonsensical, move down one result from the original. Continue until a logical result occurs. Roll on the table each day that the cyphers are gathered together.

Cypher Danger

01-60 Nothing happens.
61-70 There’s an odd smell, tingling sensation, or aura around the cyphers. This is merely ominous and not inherently dangerous. If this result occurs on two consecutive days, use the 71–80 result instead.
71-80 One of the cyphers is destroyed/no longer functions/loses all potency.
81-90 The character feels a bit off. All their tasks are hindered for 28 hours. If this result occurs on two consecutive days, use the 96–100 result instead.
91-95 Two of the cyphers involved are destroyed/no longer function/lose all potency.
96-100 The character falls ill as a result of minor chemical or radiation interaction of the cyphers. All their actions are hindered for 1d6 days. If this result occurs on two consecutive days, use the 111–120 result instead.
101-110 All of the cyphers involved are destroyed/no longer function/lose all potency.
111-120 The character is terribly ill as a result of minor chemical or radiation interaction of the cyphers. All their actions are hindered by two steps for 2d6 days. If this result occurs on two consecutive days, use the 141–199 result instead.
121-130 Two or more of the cyphers in proximity react chemically, either through small leakage, emissions, or direct contact. The cyphers are destroyed and a mass of acid is produced, burning the character for 6 points of damage.
131-140 The energy radiating from two or more of the cyphers reacts poorly. The cyphers are destroyed and an explosion occurs, burning the character for 10 points of damage and all within immediate range for 3 points of damage.
141-199 The character is permanently harmed. Reduce all stat Pool maximums by 5. All cyphers are destroyed.
200 A sentience arises in the cyphers. All cyphers are consumed, forming a device with powers related to the cyphers and a personality that is likely hostile to the PC. (The GM determines the powers and personality.)
201+ A tiny singularity is created that lasts for only a nanosecond, consuming the character and all their equipment, including the cyphers.

FINDING AND IDENTIFYING CYPHERS

Cyphers are almost always scavenged from appropriate sources, such as out of old machines and machine scrap, functioning or dead installations, integrated machines, workbench supplies of people skilled in crafting numenera, crashed or working vehicles, automatons, or caches of chemicals or other materials. When the PCs come upon an area where scavenging might be possible, they can search (an Intellect action). It’s ideal if they can devote at least ten minutes to an hour to exploring and poring over a suitable source with light tools in hand. Typically, being skilled in salvaging numenera eases the search. Cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number found). You can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is some logic behind it. For example, the PCs might find four different pills in the same location, which once may have stored pharmaceuticals. The GM sets the difficulty of this task, usually 3 or 4, and scavenging can take ten minutes to an hour. The process often includes manipulating what is found to cobble together something that works. For example, the PCs’ search might entail not just finding a device but also figuring out that if they hook it up to a nearby power cell, open a small panel, and fiddle with the workings, they produce the cypher’s effect (which might not be the device’s original use at all).
Scavenging is not the only way to obtain cyphers. They can also be found amid the belongings of fallen foes, given as gifts, or sometimes even sold in a town by Aeon Priests or explorers. Once the PCs find a cypher, identifying it is a separate task, also based on Intellect and modified by numenera knowledge.
The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge (such as being trained or specialized in understanding numenera) means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an Aeon Priest clave for identification and perhaps trade, if desired. A character can attempt to use a cypher that is not identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC uses the unidentified cypher correctly, they have no idea what its effect will be.
Identified cyphers can be used automatically. Once a cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

USING CYPHERS

If a character uses a cypher, the action to use it is Intellect based unless otherwise described or logic suggests otherwise. For example, throwing a detonation might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based. Since cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some Glaives and Jacks have. They are never “rapidfire weapons.”

CYPHER FORMS

All cyphers have a level. They have different forms based on three types: internal, wearable, and usable. Internal cyphers are things you ingest or inject. Wearable cyphers are articles of clothing, jewelry, or other things you wear on your physical body. Usable cyphers are basically anything else. Most cyphers can exist in more than one form, but all forms work the same way. For example, an antivenom can be found in the form of a pill, an ingestible liquid, or an injector. GMs can choose a form for flavor or roll randomly. If a cypher form is not listed, the cypher only rarely comes in that form.
However, nothing is impossible. If the GM wants a pill that allows anyone swallowing it to teleport, then it exists.

CYPHER LIST

Cyphers from Destiny
When giving cyphers to characters, either choose from this table or roll d100 for random cyphers.

01 Adhesion clamps
02 Antivenom
03 Attractor
04 Banishing nodule
05 Blinking nodule
06 Catholicon
07 Catseye
08 Chemical factory
09 Comprehension graft
10 Controlled blinking nodule
11 Datasphere siphon
12 Density nodule
13 Detonation
14 Detonation (desiccating)
15 Detonation (flash)
16 Detonation (gravity)
17 Detonation (massive)
18 Detonation (matter disruption)
19 Detonation (pressure)
20 Detonation (singularity)
21 Detonation (sonic)
22 Detonation (spawn)
23 Detonation (web)
24 Disrupting nodule
25 Eagleseye
26 Fireproofing spray
27 Flame-retardant wall
28 Force cube projector
29 Force nodule
30 Force screen projector
31 Force shield projector
32 Friction-reducing gel
33 Frigid wall projector
34 Gas bomb
35 Gravity nullifier
36 Gravity-nullifying spray
37 Heat nodule
38 Hunter/seeker
39 Image projector
40 Inferno wall projector
41 Infiltrator
42 Instant servant
43 Instant shelter
44 Intellect enhancement
45 Invisibility nodule
46 Knowledge enhancement
47 Lightning wall projector
48 Living solvent
49 Machine control implant

50 Magnetic attack drill
51 Magnetic master
52 Magnetic shield
53 Memory lenses
54 Mental scrambler
55 Metal death
56 Monoblade
57 Motion sensor
58 Personal environment field
59 Phase changer
60 Phase disruptor
61 Poison (emotion)
62 Poison (explosive)
63 Poison (mind-controlling)
64 Poison (mind-disrupting)
65 Psychic communique
66 Ray emitter
67 Ray emitter (numbing)
68 Ray emitter (paralysis)
69 Reality spike
70–71 Rejuvenator
72 Remote viewer
73 Repair unit
74 Retaliation nodule
75 Sheen
76 Shock nodule
77 Shocker
78 Skill boost
79 Sleep inducer
80 Sonic hole
81 Sound dampener
82 Spatial warp
83 Speed boost
84–85 Stim
86 Strength boost
87 Subdual field
88 Telepathy implant
89 Teleporter (bounder)
90 Teleporter (traveler)
91 Temporal viewer
92 Time dilation nodule (defensive)
93 Time dilation nodule (offensive)
94 Tracer
95 Visage changer
96 Visual displacement device
97 Vocal translator
98 Warmth projector
99 Water breather
00 X-ray viewer

A SELECTION OF NINTH WORLD CYPHERS

ADHESION CLAMPS

Level: 1d6
Wearable: Gloves
Usable: Handles with powerful suction cups
Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.

ANTIVENOM

Level: 1d6 + 2
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Renders user immune to poisons of the same level or lower for one hour per cypher level and ends any such ongoing effects, if any, already in the user’s system.

ATTRACTOR

Level: 1d6 + 4
Wearable: Glove of synth
Usable: Small handheld device
Effect: One unanchored item your size or smaller within long range (very long range if the cypher is level 8 or higher) is drawn immediately to the device. This takes one round. The item has no momentum when it arrives.

BANISHING NODULE

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, it generates a burst of energy that teleports the creature or object struck an immediate distance in a random direction (not up or down). The teleported creature’s actions (including defense) are hindered on its next turn (hindered by two steps if the cypher is level 5 or higher).

BLINKING NODULE

Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, each time (but not more than once per round) the wearer of the armor the nodule is attached to is struck hard enough to inflict damage, they teleport an immediate distance in a random direction (not up or down). Since the wearer is prepared for this effect and their foe is not, the wearer’s defenses are eased for one round after they teleport (eased by two steps if the cypher is level 5 or higher).

CATHOLICON

Level: 1d6 + 2
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Cures any disease of the cypher level or lower.

CATSEYE

Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Grants the ability to see in the dark for five hours per cypher level.

CHEMICAL FACTORY
Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: After one hour, the sweat of the user produces 1d6 doses of a valuable liquid (these doses are not considered cyphers). They must be used within one week. Effects vary:
01–04 Euphoric for 1d6 hours
05–08 Hallucinogenic for 1d6 hours
09–12 Stimulant for 1d6 hours
13–16 Depressant for 1d6 hours
17–20 Nutrient supplement
21–25 Antivenom
26–30 Cures disease
31–35 See in the dark for one hour
36–45 Restores a number of Might Pool points equal to cypher level
46–55 Restores a number of Speed Pool points equal to cypher level
56–65 Restores a number of Intellect Pool points equal to cypher level
66–75 Increases Might Edge by 1 for one hour
76–85 Increases Speed Edge by 1 for one hour
86–95 Increases Intellect Edge by 1 for one hour
96–00
COMPREHENSION GRAFT

Level: 1d6 + 1
Usable: Small metallic disk
Effect: When applied to a creature’s head, the disk immediately unleashes microfilaments that enter the brain. Within five minutes, the creature can understand the words of a specific language keyed to the graft (two languages if the cypher is level 5 or higher). This is true even of creatures that do not normally have a language. If the creature could already understand the language, the cypher has no effect. Once the graft attaches, the effect is permanent, and this device no longer counts against the number of cyphers that a PC can bear.

CONTROLLED BLINKING NODULE

Level: 1d6 + 2
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, each time the wearer of the armor the nodule is attached to is struck hard enough to inflict damage (but no more than once per round), they teleport to a spot they desire within immediate range. Since the wearer is prepared for this effect and their foe is not, the wearer’s defenses are eased for one round after they teleport (eased by two steps if the cypher is level 6 or higher).

DATASPHERE SIPHON

Level: 1d6
Internal: Pill, ingestible liquid
Wearable: Temporary tattoo, amulet, headband, crystal worn on temple.
Usable: Small handheld device, crystal
Effect: Tapping into the datasphere’s knowledge, the user can learn the answer to one question (two questions if the cypher is level 4 or higher, three questions if the cypher is level 6 or higher).

DENSITY NODULE

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, the weapon suddenly increases dramatically in weight, causing the blow to inflict an additional 2 points of damage (3 points if the cypher is level 4 or higher).

DETONATION
Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device (thrown, short range) or handheld projector (long range)
Effect: Explodes in an immediate radius, inflicting damage equal to the cypher level. Roll for the type of damage:
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
DETONATION (DESICCATING)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range).
Effect: Bursts in an immediate radius, draining moisture from everything within it. Living creatures take damage equal to the cypher level. Water in the area is vaporized.

DETONATION (FLASH)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, blinding all within it for one minute (ten minutes if the cypher is level 4 or higher).

DETONATION (GRAVITY)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, inflicting damage equal to the cypher level by increasing gravity tremendously for one second. All in the area are crushed to the ground for one round and cannot take physical actions.

DETONATION (MASSIVE)
Level: 1d6 + 2
Wearable: Wristband projector (very long range)
Usable: Handheld projector (very long range)
Effect: Explodes in a short-range radius, inflicting damage equal to the cypher level. Roll for the type of damage:
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
DETONATION (MATTER DISRUPTION)

Level: 1d6 + 4
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Explodes in an immediate radius, releasing nanites that rearrange matter in random ways. Inflicts damage equal to the cypher level.

DETONATION (PRESSURE)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device (thrown, short range) or handheld projector (long range)
Effect: Explodes in an immediate radius, inflicting impact damage equal to the cypher level. Also moves unattended objects out of the area if they weigh less than 20 pounds (9 kg) per cypher level.

DETONATION (SINGULARITY)

Level: 10
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Explodes and creates a momentary singularity that tears at the fabric of the universe. Inflicts 20 points of damage to all within short range, drawing them (or their remains) together to immediate range (if possible). Player characters in the radius move one step down the damage track if they fail a Might defense roll.

DETONATION (SONIC)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Explodes with terrifying sound, deafening all in an immediate radius for ten minutes per cypher level.

DETONATION (SPAWN)
Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, blinding all within it for one minute and inflicting damage equal to the cypher level. The burst spawns 1d6 additional detonations; on the next round, each additional detonation flies to a random spot within short range and explodes in an immediate radius. Roll for the type of damage dealt by all detonations:
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
DETONATION (WEB)

Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device (thrown, short range) or handheld projector (long range)
Effect: Explodes in an immediate radius and creates sticky strands of goo that last 1 hour. PCs caught in the area must use a Might-based action to get out, with the difficulty determined by the cypher level. NPCs break free if their level is higher than the cypher level.

DISRUPTING NODULE

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, it generates a burst of nanites that directly attack organic cells. The affected target takes 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher) and loses its next action.

EAGLESEYE

Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Grants the ability to see ten times as far as normal for one hour per cypher level.

FIREPROOFING SPRAY

Level: 1d6 + 4
Usable: Spray canister
Effect: An object sprayed by this cypher has Armor against fire damage equal to the cypher’s level for 28 hours.

FLAME-RETARDANT WALL

Level: 1d6
Wearable: Belt, ring, bracelet
Usable: Handheld device
Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher level. The plane conforms to the space available. Flames passing through the plane are extinguished.

FORCE CUBE PROJECTOR

Level: 1d6 + 3
Wearable: Belt, ring, bracelet
Usable: Handheld device
Effect: Creates an immobile cube composed of six planes of solid force, each 30 feet (9 m) to a side, for one hour. The planes conform to the space available.

FORCE NODULE

Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, the armor the nodule is attached to is bolstered by a powerful force field, adding 2 to the Armor it provides (adding 3 to the Armor if the cypher is level 5 or higher).

FORCE SCREEN PROJECTOR

Level: 1d6 + 3
Wearable: Belt, ring, bracelet
Usable: Handheld device
Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher level. The plane conforms to the space available.

FORCE SHIELD PROJECTOR

Level: 1d6 + 3
Internal: Subdermal injection
Wearable: Belt, ring, bracelet
Usable: Handheld device
Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 Armor (+4 Armor if the cypher is level 5 or higher).

FRICTION-REDUCING GEL

Level: 1d6
Usable: Spray canister
Effect: Sprayed across an area up to 10 feet (3 m) square, this gel makes things extremely slippery. For one hour per cypher level, movement tasks in the area are hindered by three steps.

FRIGID WALL PROJECTOR

Level: 1d6 + 2
Usable: Complex device
Effect: Creates a wall of supercooled air up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

GAS BOMB
Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in a poisonous cloud within an immediate distance. The cloud lingers for 1d6 rounds unless conditions dictate otherwise. Effects vary:
01–10 Thick smoke: occludes sight while the cloud lasts.
11–20 Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher level.
21–50 Poison gas: living creatures that breathe suffer damage equal to the cypher level.
51–60 Corrosive gas: everything suffers damage equal to the cypher level.
61–65 Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher level.
66–70 Nerve gas: living creatures that breathe suffer Speed damage equal to the cypher level.
71–80 Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypher level.
81–83 Fear gas: living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher level.
84–86 Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute.
87–96 Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher level or until awoken by a violent action or an extremely loud noise.
97–00 Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher level.
GRAVITY NULLIFIER

Level: 1d6 + 3
Internal: Subdermal injection
Wearable: Belt, boots, ring, bracelet
Usable: Small platform on which the user must stand
Effect: For one hour, the user can float into the air, moving vertically (but not horizontally without some other action, such as pushing along the ceiling) up to a short distance per round. The user must weigh less than 50 pounds (22 kg) per level of the cypher.

GRAVITY-NULLIFYING SPRAY

Level: 1d6 + 2
Usable: Spray canister
Effect: A nonliving object up to the size of a human (two humans if the cypher is level 6 or higher) sprayed by this cypher floats 1d20 feet in the air permanently and no longer has weight if carried, though it needs to be strapped down.

HEAT NODULE

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, it generates a burst of heat, inflicting an additional 2 points of damage (3 points if the cypher is level 4 or higher, 4 points if the cypher is level 6 or higher).

HUNTER/SEEKER
Level: 1d6
Wearable: Arm- or shoulder-mounted launcher
Usable: Complex device, handheld device
Effect: With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For example, a level 4 hunter/seeker will attack a maximum of five times. Different hunter/seekers have different effects:
01–50 Inflicts 8 points of damage.
51–80 Bears a poisoned needle that inflicts 3 points of damage plus poison.
81–90 Explodes, inflicting 6 points of damage to all within immediate range.
91–95 Shocks for 4 points of electricity damage, and stuns for one round per cypher level.
96–00 Covers target in sticky goo that immediately hardens, holding them fast until they break out with a Might action (difficulty equal to the cypher level + 2).
IMAGE PROJECTOR
Level: 1d6
Wearable: Headband with device on forehead
Usable: Handheld device with glass panel
Effect: Projects one of the following immobile images in the area described for one hour. The image appears up to a close distance away (long distance if the cypher level is 4 or higher, very long distance if the cypher level is 6 or higher). Scenes include movement, sound, and smell.
01–20 Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube)
21–40 Huge machine that obscures sight (30-foot [9 m] cube)
41–50 Beautiful pastoral scene (50-foot [15 m] cube)
51–60 Food that looks delicious but may not be familiar (10-foot [3 m] cube)
61–80 Solid color that obscures sight (50-foot [15 m] cube)
81–00 Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)
INFERNO WALL PROJECTOR

Level: 1d6 + 2
Usable: Complex device
Effect: Creates a wall of extreme heat up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

INFILTRATOR

Level: 1d6
Internal: Phases into eye, phases out when used
Wearable: Adheres to temple and launches projectile
Usable: Handheld device that launches projectile
Effect: Tiny capsule launches and moves at great speed, mapping and scanning an unknown area. It moves 500 feet (150 m) per level, scanning an area up to 50 feet (15 m) per level away from it. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or energy barrier.

INSTANT SERVANT

Level: 1d6
Usable: Handheld device
Effect: Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to the cypher level and it can understand the verbal commands of the character who activates it. Once the servant is activated, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its abilities, but it cannot speak. The automaton has short-range movement but never goes farther than long range away from the character who activated it. At the GM’s discretion, the servant might have specialized knowledge, such as how to operate a particular device. Otherwise, it has no special knowledge. In any case, the servant is not artificially intelligent or capable of initiating action. It does only as commanded. The servant operates for one hour per cypher level.

INSTANT SHELTER

Level: 1d6 + 3
Usable: Handheld device
Effect: With the addition of water and air, the small device expands into a simple one-room structure with a door and a transparent window (two rooms with an internal door if the cypher is level 7 or higher). The structure is 10 feet by 10 feet by 20 feet (3 m by 3 m by 6 m). It is made from a form of shapestone and is permanent and immobile once created.

INTELLECT ENHANCEMENT

Level: 1d6 + 2
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: Substance adds 1 to Intellect Edge for one hour (or adds 2 if the cypher is level 5 or higher).

INVISIBILITY NODULE

Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next ten hours per cypher level, the armor the nodule is attached to is invisible, making the wearer appear to be unarmored.

KNOWLEDGE ENHANCEMENT
Level: 1d6
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: For the next 28 hours, the character has training in a predetermined skill (or two skills if the cypher is level 5 or higher). Although the skill could be anything (including something specific to the operation of one device or something similar), common skills include:
01–10 Melee attacks
11–20 Ranged attacks
21–40 Understanding numenera (sometimes specific to one device)
41–50 Repairing (sometimes specific to one device)
51–60 Crafting (usually specific to one thing)
61–70 Persuasion
71–75 Healing
76–80 Speed defense
81–85 Intellect defense
86–90 Swimming
91–95 Riding
96–00 Sneaking
LIGHTNING WALL PROJECTOR

Level: 1d6 + 2
Usable: Complex device
Effect: Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage equal to the cypher level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

LIVING SOLVENT

Level: 1d10
Usable: Canister containing slime
Effect: Once released, this organic slime dissolves 1 cubic foot of material each round. After one round per cypher level, the slime dies and becomes inert.

MACHINE CONTROL IMPLANT

Level: 1d6 + 2
Internal: Pill
Wearable: Disk that adheres to forehead, temporary tattoo
Usable: Injector
Effect: When activated, the cypher splits into two pieces. One is affixed to a numenera device and the other to a character. The character can then use their mind to control the device at long range, bidding it to do anything it could do normally. Thus, a device could be activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once the device is chosen, it cannot be changed.

MAGNETIC ATTACK DRILL

Level: 1d6 + 2
Usable: Small sphere with a thick screw protrusion
Effect: The user throws this cypher at a target within short range, and it drills into the target for one round, inflicting damage equal to the cypher level. If the target is made of metal or wearing metal (such as armor), the attack is eased.

MAGNETIC MASTER

Level: 1d6 + 2
Wearable: Gloves with metal plates
Usable: Small pyramid-shaped metallic device
Effect: Establishes a connection with one metal object within short range that a human could hold in one hand. After this connection is established, the user can move or manipulate the object anywhere within short range (each movement or manipulation is an action). For example, the user could wield a weapon or drag a helm affixed to a foe’s head to and fro. The connection lasts for ten rounds per cypher level.

MAGNETIC SHIELD

Level: 1d6 + 2
Wearable: Gloves with metal plates
Usable: Small pyramid-shaped metallic device
Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the activated device. Metal items already in the area when the device is activated are slowly pushed out.

MEMORY LENSES

Level: 1d6
Wearable: Contact lenses, eyeglasses, or goggles
Effect: Allows the wearer to mentally record everything they see for thirty seconds per cypher level and store the recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter a complex code, or do something else that happens quickly.

MENTAL SCRAMBLER
Level: 1d6 + 2
Usable: Complex metal and glass device
Effect: Two rounds after being activated, the device creates an invisible field that fills an area within short range and lasts for one minute. The field scrambles the mental processes of all thinking creatures. The effect lasts as long as they remain in the field and for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and after leaving it). Each mental scrambler is keyed to a specific effect. Roll for effect:
01–30 Victims cannot act.
31–40 Victims cannot speak.
41–50 Victims move slowly (immediate range) and clumsily.
51–60 Victims cannot see or hear.
61–70 Victims lose all sense of direction, depth, and proportion.
71–80 Victims do not recognize anyone they know.
81–88 Victims suffer partial amnesia.
89–94 Victims suffer total amnesia.
95–98 Victims lose all inhibitions, revealing secrets and performing surprising actions.
99–00 Victims’ ethics are inverted.
METAL DEATH

Level: 1d6 + 2
Wearable: Wrist-mounted sprayer
Usable: Canister with hose
Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).

MONOBLADE

Level: 1d6 + 2
Internal: Injection into fingertip
Wearable: Glove
Usable: Device similar to hilt
Effect: Produces a 6-inch (15 cm) blade that’s the same level as the cypher. The blade cuts through any material of a level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own. The blade lasts for ten minutes.

MOTION SENSOR

Level: 1d6 + 2
Internal: Injection into spine
Wearable: Amulet
Usable: Disk that can be affixed to the floor or another surface
Effect: Indicates when any movement occurs within short range, or when large creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and size of the creatures or objects in motion. Once activated, it operates for one hour per cypher level.

PERSONAL ENVIRONMENT FIELD

Level: 1d6 + 2
Wearable: Belt, medallion, ring
Usable: Handheld device
Effect: Creates an aura of temperature and atmosphere that will sustain a human safely for 28 hours. The aura extends to 1 foot (30 cm) around the user (double that radius if the cypher is level 7 or higher). It does not protect against sudden flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred environment of a nonhuman, nonterrestrial creature.

PHASE CHANGER

Level: 1d6 + 1
Wearable: Belt, medallion, ring
Usable: Handheld device
Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time, the user can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical attacks or be physically attacked.

PHASE DISRUPTOR

Level: 1d6 + 2
Usable: Complex device, plate that affixes to surface, elaborate spray atomizer
Effect: Puts a portion of a physical structure (like a wall or floor) out of phase for one hour. It affects an area equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass freely through it as if it were not there, although one cannot see through it, and it blocks light.

POISON (EMOTION)
Level: 1d6 + 2
Internal: Pill, ingestible or injectable liquid
Wearable: Lipstick, false fingertip, ring with needle
Usable: Injector
Effect: The victim feels a specific emotion for one hour.
01–20 Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all interaction tasks are hindered by two steps.
21–40 Fear. Flees in terror for one minute when threatened.
41–60 Lust. Cannot focus on any nonsexual activity.
61–75 Sadness. All tasks are hindered.
76–85 Complacency. Has no motivation. All tasks are hindered by two steps.
86–95 Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased.
96–00 Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.
POISON (EXPLOSIVE)
Level: 1d6 + 1
Internal: Pill, ingestible or injectable liquid
Wearable: Lipstick, false fingertip, ring with needle
Usable: Injector
Effect: Once this substance enters the bloodstream, it travels to the brain and reorganizes into an explosive that detonates when activated, inflicting 10 points of damage (ignoring Armor). Roll to determine the means of detonation:
01–25 The detonator is activated (must be within long range).
26–40 A specified amount of time passes.
41–50 The victim takes a specific action.
51–55 A specific note is sung or played on an instrument within short range.
56–60 The victim smells a specific scent within immediate range.
61–80 The victim comes within long range of the detonator.
81–00 The victim is no longer within long range of the detonator.
POISON (MIND-CONTROLLING)
Level: 1d6 + 2
Internal: Pill, ingestible or injectable liquid
Wearable: Lipstick, false fingertip, ring with needle
Usable: Injector
Effect: The victim must carry out a specific action in response to a specific trigger.
01–20 Lies down for one minute with eyes closed when told to do so.
21–40 Flees in terror for one minute when threatened.
41–60 Answers questions truthfully for one minute.
61–75 Attacks close friend for one round when within immediate range.
76–85 Obeys next verbal command given (if it is understood).
86–95 For 28 hours, becomes sexually attracted to the next creature of its own species that it sees.
96–00 For one minute, moves toward the next red object seen in lieu of all other actions, even ignoring self-preservation.
POISON (MIND-DISRUPTING)

Level: 1d6 + 2
Internal: Pill, ingestible or injectable liquid
Wearable: Lipstick, false fingertip, ring with needle
Usable: Injector
Effect: The victim suffers Intellect damage equal to the cypher’s level and cannot take actions for a number of rounds equal to the cypher’s level.

PSYCHIC COMMUNIQUE

Level: 1d6 + 2
Internal: Pill
Wearable: Device that adheres to temple
Usable: Metallic disk
Effect: Allows the user to project a one-time, one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.

RAY EMITTER
Level: 1d6 + 2
Internal: Subdermal implant
Wearable: Contact lens, glove, ring, wristband, headband, belt buckle, shoulder-mounted device
Usable: Handheld device
Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal to the cypher’s level.
01–50 Heat/concentrated light
51–60 Cell-disrupting radiation
61–80 Force
81–87 Magnetic wave
88–93 Molecular bond disruption
94–00 Concentrated cold
RAY EMITTER (NUMBING)

Level: 1d6 + 2
Internal: Subdermal implant
Wearable: Contact lens, glove, ring, wristband, headband, belt buckle, shoulder-mounted device
Usable: Handheld device
Effect: Allows the user to project a ray of energy up to long range (very long range if the cypher is level 6 or higher) that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce numbing that lasts for one hour.

RAY EMITTER (PARALYSIS)

Level: 1d6 + 2
Internal: Subdermal implant
Wearable: Contact lens, glove, ring, wristband, headband, belt buckle, shoulder-mounted device
Usable: Handheld device
Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A small number of these devices (5%) induce paralysis that lasts for one hour.

REALITY SPIKE

Level: 1d6 + 4
Usable: Metallic spike
Effect: Once activated, the spike does not move—ever—even if activated in midair. A Might action will dislodge the spike, but then it is ruined.

REJUVENATOR
Level: 1d6 + 2
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: Substance restores a number of points equal to the cypher’s level to one random Pool. Roll 1d100:
01–50 Might Pool
51–75 Speed Pool
76–00 Intellect Pool
REMOTE VIEWER

Level: 1d6
Usable: Device that splits into two parts when activated, one with a glass screen
Effect: For one hour per cypher level, the glass screen on one part shows everything going on in the vicinity of the other part, regardless of the distance between the two parts.

REPAIR UNIT

Level: 1d10
Wearable: Shoulder- or arm-mounted launcher, belt-mounted device
Usable: Handheld device
Effect: Device becomes a multiarmed sphere that floats. It repairs one designated numenera device (of a level equal to or less than its own) that has been damaged but not destroyed. The repair unit can even create spare parts, unless the GM rules that the parts are too specialized or rare (in which case, the unit repairs the device entirely except for the specialized part). Repair time is 1d100 + 20 minutes.

RETALIATION NODULE

Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, anyone striking the armor the nodule is attached to triggers a small burst of electricity that inflicts 1 point of damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is required by the armor’s wearer.

SHEEN

Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: For one week, the user’s cells are coated with a protective veneer that resists damage (+1 to Armor, or +2 to Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult during this time; all recovery rolls suffer a –1 penalty.

SHOCK NODULE

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, it generates a burst of electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher).

SHOCKER

Level: 1d6 + 4
Internal: Subdermal implant
Wearable: Ring, palm disk
Usable: Short rod
Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher’s level.

SKILL BOOST
Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Dramatically but temporarily alters the user’s mind and body so that one specific physical action they can perform is eased by three steps. Once activated, this boost can be used a number of times equal to the cypher’s level, but only within a 28-hour period. The boost takes effect each time the action is performed, so a level 3 cypher boosts the first three times the action is attempted. The action can be one of a number of possibilities:
01–15 Melee attack
16–30 Ranged attack
31–40 Speed defense
41–50 Might defense
51–60 Intellect defense
61–68 Jumping
69–76 Climbing
77–84 Running
85–92 Swimming
93–94 Sneaking
95–96 Balancing
97–98 Perceiving
99 Carrying
00 Escaping
SLEEP INDUCER

Level: 1d6
Internal: Pill, ingestible liquid
Wearable: Fingertip cusp, ring, glove
Usable: Injector, gas sprayer
Effect: Touch or ingestion puts the victim to sleep for ten minutes or until awoken by a violent action or an extremely loud noise.

SONIC HOLE

Level: 1d6 + 2
Wearable: Wristband, ring, belt-mounted device
Usable: Small handheld device
Effect: Draws all sound within long range into the device for one round per cypher level. Within the affected area, no sound can be heard.

SOUND DAMPENER

Level: 1d6 + 2
Internal: Implant
Wearable: Wristband, ring, belt-mounted device, boots
Usable: Small handheld device
Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset for all creatures in the area to attempt stealthy actions.

SPATIAL WARP

Level: 5
Usable: Small metal ring
Effect: When affixed to another numenera device that affects a single target at range, that range is increased to 1 mile (1.5 km) with no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is important to the device’s effect, it remains important. Creating the spatial warp functions as one use of the device.

SPEED BOOST

Level: 1d6 + 2
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: Substance adds 1 to Speed Edge for one hour (or adds 2 if the cypher is level 5 or higher).

STIM

Level: 6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Eases the next action taken by three steps

STRENGTH BOOST

Level: 1d6 + 2
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: Substance adds 1 to Might Edge for one hour (or adds 2 if the cypher is level 5 or higher).

SUBDUAL FIELD

Level: 1d6 + 3
Usable: Complex device
Effect: Two rounds after being activated, the device creates an invisible field that fills a specified area (such as a cube of a certain size) within long range of the device. The field lasts for one minute. It affects the minds of thinking beings within the field, preventing them from taking hostile actions. The effect lasts as long as they remain in the field and for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and after leaving it).

TELEPATHY IMPLANT

Level: 1d6 + 2
Internal: Pill
Wearable: Disk that adheres to forehead, temporary tattoo
Usable: Injector
Effect: The user activates the device and targets one creature within close range. For one hour per cypher level, the device enables two-way long-range mental communication between the user and the target. This lasts for one hour per cypher level. Sometimes multiple cyphers of this type are found together and allow communication between all of them.

TELEPORTER (BOUNDER)

Level: 1d6 + 2
Wearable: Belt, wristband, ring, full bodysuit
Usable: Complex device, handheld device
Effect: User teleports up to 100 × the cypher level in feet (30 × cypher level in m) to a location they can see. They arrive safely with their possessions but cannot take anything else with them.

TELEPORTER (TRAVELER)

Level: 1d6 + 4
Wearable: Belt, wristband, ring, full bodysuit
Usable: Complex device, handheld device
Effect: User teleports up to 100 × the cypher level in miles (160 x the cypher level in km) to a location they have previously visited. They arrive safely with their possessions but cannot take anything else with them.

TEMPORAL VIEWER

Level: 1d6 + 4
Wearable: Wristband
Usable: Complex device, handheld device
Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred at the current location up to one year prior. The user specifies the time period shown by the viewer.

TIME DILATION NODULE (DEFENSIVE)

Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, the wearer of the armor moves in seemingly random, rapid jumps, a few inches to one side or the other, when attacked. This is an asset that eases attacks by two steps (three steps if the cypher is level 6 or higher).

TIME DILATION NODULE (OFFENSIVE)

Level: 1d6
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, the attacker moves at almost instantaneous speeds when they swing the weapon, easing their attacks by two steps (three steps if the cypher is level 6 or higher).

TRACER

Level: 1d6
Wearable: Wristband
Usable: Handheld device
Effect: Fires a microscopic tracer that clings to any surface within short range (long range if the cypher is level 4 or higher, very long range if the cypher is level 6 or higher). For the next 28 hours, the launcher shows the distance and direction to the tracer, as long as it is in the same dimension.

VISAGE CHANGER

Level: 1d6
Internal: Pill or injection that produces temporary subdermal, malleable implants
Usable: Tube of moldable paste
Effect: Changes the appearance of one humansized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or higher). The change takes ten minutes to apply and lasts for 28 hours.

VISUAL DISPLACEMENT DEVICE

Level: 1d6
Wearable: Belt or bracelet
Usable: Handheld device
Effect: Projects holographic images of the wearer to confuse attackers. The images appear around the wearer. This gives the wearer an asset to Speed defense actions for ten minutes per cypher level.

VOCAL TRANSLATOR

Level: 1d6
Internal: Pill, ingestible liquid
Wearable: Headband
Usable: Disk that must be held to forehead
Effect: Translates everything said by the user into a language that anyone can understand for 28 hours per cypher level.

WARMTH PROJECTOR

Level: 1d6
Internal: Subdermal implant
Wearable: Bodysuit, belt
Usable: Injector
Effect: Keeps the user warm and comfortable in the harshest cold temperatures for 28 hours. During this time, the user has Armor equal to the cypher level that protects against cold damage.

WATER BREATHER

Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: Allows an air breather to extract oxygen from water for five hours per cypher level so they can breathe underwater.

X-RAY VIEWER

Level: 1d6 + 4
Usable: Glass panel
Effect: When held up against a solid surface, this panel allows the user to see through up to 2 feet (60 cm) of material. The panel works only if the cypher’s level is higher than the material’s level. The effect lasts for one minute per cypher level.