Cyphers da Fundação Vennick

Cyphers a disposição dos Agentes da Fundação V na Filial de São Francisco:

ANALEPTIC
Level: 1d6 + 2
Earth: Handful of green pills
Effect: Substance restores a number of points equal to the cypher’s level to the user’s Speed Pool.

ANTIDOTE
Level: 1d6 + 2
Earth: Large pill
Ardeyn: A jar of unguent
Ruk: Injector
Effect: Ends an ongoing poison, paralysis, or disease condition, if any, already in the user’s system.

ARMOR REINFORCER
Level: 1d6 + 1
Earth: Electronic device affixed to clothes or armor
Effect: The user’s Armor gains an enhancement for a day. Roll a d6 to determine the result.
1 +1 Armor
2 +2 Armor
3 +3 Armor
4 +2 Armor, +5 against damage from fire
5 +2 Armor, +5 against damage from cold
6 +2 Armor, +5 against damage from acid

ATTRACTOR
Level: 1d6 + 4
Earth: Black leather glove
Ardeyn: Gold ring with a red gem
Ruk: Palm graft
Effect: One unanchored item your size or smaller within long range is drawn immediately to the
device. This takes one round. The item has no momentum when it arrives.

CURATIVE
Level: 1d6 + 2
Earth: A little blue pill
Effect: Substance restores a number of points equal to the cypher’s level to the user’s Might Pool.

EFFORT ENHANCER
Level: 1d6
Earth: Injection
Effect: The user can apply one level of Effort to a noncombat task without spending any points
from a Pool. The level of Effort provided by this cypher does not count toward the maximum
amount of Effort a character can normally apply to one task.

FLASHBURST
Level: 1d6 + 2
Earth: Small grenade
Effect: If thrown, the cypher travels to the indicated spot within short range and explodes in an
immediate radius, blinding all within it for one minute.

GRENADE – Shrapnel
Level: 1d6 + 2
Earth: Explosive device (thrown, short range)
Effect: Explodes in an immediate radius, inflicting damage equal to the cypher level. Shrapnel
GRENADE – Electrical discharge
Level: 1d6 + 2
Earth: Explosive device (thrown, short range)
Effect: Explodes in an immediate radius, inflicting damage equal to the cypher level. Electrical discharge

GRENADE – Cell-disrupting (harms only flesh)
Level: 1d6 + 2
Earth: Explosive device (thrown, short range)
Effect: Explodes in an immediate radius, inflicting damage equal to the cypher level. Cell-disrupting (harms only flesh)

INFORMATION LENSES
Level: 1d6 + 2
Earth: Eyeglasses
Effect: The wearer can activate the lenses’ function a total number of times equal to the cypher’s level during a day. Each time, the wearer can select a living creature within long range and learn the following about it: creature’s level, creature’s native recursion, creature’s species, creature’s name, and possibly other facts (such as an individual’s accessible information on Earth, like his credit score, home address, phone number, and related information).

MAPPER
Level: 1d6 + 2
Earth: An electronic tablet
Effect: When activated, the device displays a scale map of the currently area for up to one hour. The user can focus in on specified geographic features to a resolution of about 8 feet (2 m) per map image section (in other words, a pixel). Features are not named, but the map is a real-time rendition of the area, so objects or creatures large enough to show up in the resolution can be seen.

MELT ALL
Level: 1d6 + 3
Earth: Plastic cylinder with clear liquid
Effect: Once released, this organic slime dissolves 1 cubic foot (.03 cubic m) of material each
round. After one round per cypher level, the slime dies and becomes inert.

MEMORY SWITCH
Level: 1d6 + 2
Earth: Handheld device with red switch
Effect: When the cypher is activated, select a point within long range. The minds of all thinking
creatures that are within immediate range of that point are attacked. If affected, a victim is dazed
and takes no action for a round, and she has no memory of the preceding hour.

MONOBLADE
Level: 1d6 + 2
Earth: 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.

NULLIFICATION RAY
Level: 1d6 + 3
Earth: Smartphone app
Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, move, revision, or twist.

RAY EMITTER (MIND-DISRUPTING)
Level: 1d6 + 2
Earth: Handheld device
Effect: Allows the user to project a ray of destructive energy up to 200 feet (61 m) that inflicts
Intellect damage equal to the cypher’s level. Also, the victim cannot take actions for a number of
rounds equal to the cypher’s level.

REFLEX ENHANCER
Level: 1d6
Earth: Wire-covered cap
Effect: The difficulty of any task involving manual dexterity, such as pickpocketing, lockpicking,
juggling, operating on a patient, defusing a bomb, and so on, is decreased by two steps for one
hour

REMEMBERING
Level: 1d6
Earth: Eyeglasses
Effect: Allows the wearer to mentally record everything she sees for thirty seconds and store the
recording permanently in her long-term memory. Useful for watching someone pick a specific lock, enter a complex code, or do something else that happens quickly.

SLEEP INDUCER
Level: 1d6
Earth: Handheld taserlike device
Effect: A touch of this cypher puts the victim to sleep for ten minutes or until awoken by a violent
action or an extremely loud noise.

SPEED BOOST
Level: 1d6 + 2
Earth: Small plastic bottle of ingestible liquid
Effect: Adds 1 to Speed Edge for one hour.

STASIS KEEPER
Level: 1d6
Earth: A small device that inflates a clear plastic bubble when activated, into which the subject is
placed
Effect: Puts a subject into stasis for a number of days equal to the cypher’s level, or until violently
disturbed. An object in stasis does not age and comes out of the stasis alive and in the same
condition as it went in, with no memory of the period of inactivity.

STRANGE AMMUNITION
Level: 1d6 + 2
Earth: An ammo clip that fits any firearm
Effect: Modifies a weapon’s attack in a particular fashion for one hour or 14 shoots.
Roll a d100 for effect:
01–20 Decreases difficulty of attack by one step
21-40 Deals bonus electrical damage equal to cypher level
41–60 Deals bonus cold damage equal to cypher level
61–80 Deals bonus poison damage equal to cypher level81–90 Knockback (on 18–20 on successful attack roll, target knocked back 30 feet [9 m])
91–95 Holding (on 18–20 on successful attack roll, target can’t act on its next turn)
96–97 Decreases difficulty of attack by two steps
98 Banishing (on 18–20 on successful attack roll, target is sent to random recursion)
99 Explodes, inflicting damage equal to cypher level to all within immediate range of target
00 Heart-seeking (on 18–20 on successful attack roll, target is slain)

TRACKER
Level: 1d6
Earth: Smart watch
Effect: The base device creates an invisible tracker that clings to any surface within short range.
For the next day, the base device shows the distance and direction to the tracker, as long as both
are in the same recursion. If the tracker moves into a different recursion, the base device shows
the distance and direction to the nearest gate that leads to that recursion, if any.

VISUAL DISPLACEMENT DEVICE
Level: 1d6
Earth: Belt with holographic buckle display
Effect: Projects holographic images of the wearer to confuse attackers. The images appear around the wearer. This gives him an asset to Speed defense actions for ten minutes.

Cyphers da Fundação Vennick

Fundação V: Strange Worlds HouseWayne HouseWayne