CYPHER LIST When giving cyphers to characters, either choose from this table or roll a 1d100 for random cyphers. 01 Abeyance trap 02 Age taker A

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CYPHER LIST When giving cyphers to characters, either choose from this table or roll a 1d100 for random cyphers. 01 Abeyance trap 02 Age taker 03-04 Analeptic 05 Antidote 06 Armor reinforcer 07 Attractor 08 Blackout 09 Condition remover 10 Contextualizer 11 Contingent activator 12-14 Curative 15 Curse bringer 16 Darksight 17 Death module 18 Disguise module 19 Draining capacitor 20-21 Effect resistance 22 Effort enhancer 23 Effort enhancer (combat) 24 Enduring shield 25 Equipment cache 26 Flashburst 27 Focus hook 28 Force armor projector 29 Force screen projector 30 Gas ammunition 31 Glue 32 Grenade 33 Grenade (creature) 34 Grenade (gravity inversion) 35 Grenade (recursion) 36 Grenade (recursion collapsing) 37 Information lenses 38 Insight 39 Intellect booster 40 Intelligence enhancement 41 Knowledge enhancement 42 Lift 43 Magnetic master 44 Manipulation beam 45 Mapper 46 Matter translation ray 47-48 Meditation aid 49 Melt all 50 Memory switch 51 Mental scrambler 52 Mind meld 53 Mind-restricting wall 54 Mind stabilizer 55 Monoblade 56 Monohorn 57 Multiphasic module 58 Null field 59 Nullification ray 60 Nutrition and hydration 61 Phase changer 62 Phase wall 63 Radiation spike 64 Ray emitter 65 Ray emitter (command) 66 Ray emitter (friend slaying) 67 Ray emitter (fear) 68 Ray emitter (mind-disrupting) 69 Recursion anchor 70 Recursion code 71 Reflex enhancer 72 Remembering 73 Repeating module 74 Sheltering recursion 75 Slave maker 76 Sleep inducer 77 Sniper module 78 Speed boost 79 Spying grenade 80 Stasis keeper 81 Stim 82 Strange ammunition 83 Strange apotheosis 84 Strength boost 85 Strength enhancer 86 Surveillance set 87 Telepathic bond 88 Temporary shield 89 Tissue regeneration 90 Tracker 91 Translation remedy 92 Transvolution 93 Trick embedder 94 Uninterruptible power source 95-96 Vanisher 97 Visual displacement device 98 Vocal translator 99 Water adapter 00 Wings

TASK DIFFICULTY Task Difficulty Description Target No. Guidance 0 Routine 0 Anyone can do this basically every time. 1 Simple 3 Most people can do this most of the time. 2 Standard 6 Typical task requiring focus, but most people can usually do this. 3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed. 4 Difficult 12 Trained people have a 50/50 chance to succeed. 5 Challenging 15 Even trained people often fail. 6 Intimidating 18 Normal people almost never succeed. 7 Formidable 21 Impossible without skills or great effort. 8 Heroic 24 A task worthy of tales told for years afterward. 9 Immortal 27 A task worthy of legends that last lifetimes. 10 Impossible 30 A task that normal humans couldn t consider (but one that doesn t break the laws of physics). ARMOR Speed Pool Might cost reduction Armor per hour while worn Light 1 2 Medium 2 3 Heavy 3 5 It s okay to tell players particularly starting players the difficulty of the task. WEAPON DAMAGE Light Weapon 2 points of damage (+ Reduces attack roll difficulty by one step) Medium Weapon Heavy Weapon DISTANCE Immediate Short Long 4 points of damage 6 points of damage Right there. No more than 10 feet (3m). A character can move an immediate distance and do something else on his turn. Not far. 50 feet (15m) or so. A character can move a short distance as his turn. Pretty far. 100 feet (30m) or so. A character can move a long distance as his turn, but there is a roll involved.

DAMAGE FROM HAZARDS Source Damage Notes Falling 1 point per 10 feet (3 m) fallen (ambient damage) Minor fire 3 points per round (ambient damage) Torch Major fire 6 points per round (ambient damage) Engulfed in flames; lava Acid splash 2 points per round (ambient damage) Acid bath 6 points per round (ambient damage) Immersed in acid Cold 1 point per round (ambient damage) Below freezing temperatures Severe cold 3 points per round (ambient damage) Liquid nitrogen Shock 1 point per round (ambient damage) Often involves losing next action Electrocution 6 points per round (ambient damage) Often involves losing next action Crush 3 points Object or creature falls on character Huge crush 6 points Roof collapse; cave-in Collision 6 points Large, fast object strikes character RECOVERY ROLLS Recovery Roll Rest Time Needed First recovery roll Second recovery roll Third recovery roll Fourth recovery roll One action Ten minutes One hour Ten hours Try to use three to four GM Intrusions per session. Remember to award 2 XP points to the player most affected. SPECIAL ROLLS 1: Intrusion. The GM makes a free intrusion and doesn t award experience points (XP) for it. 17: Damage Bonus. If the roll was an attack, it deals 1 additional point of damage. 18: Damage Bonus. If the roll was an attack, it deals 2 additional points of damage. 19: Minor Effect. The PC gets a minor effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 3 additional points of damage, or the PC gets a minor effect, such as: Strike a specific body part: The attacker strikes a specific spot on the defender s body. The GM rules what special effect, if any, results. Knock back: The foe is knocked or forced back a few feet. Move past: The character can move a short distance at the end of the attack. Distract: For one round, the difficulty of all tasks the foe attempts is modified by one step to its detriment. 20: Major Effect. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if she had not spent them at all. The PC gets a major effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 4 additional points of damage, or the PC gets a major effect, such as: Knock down: The foe is knocked prone. It can get up on its turn if it wishes. Disarm: The foe drops one object that it is holding. Stun: The foe loses its next action. Impair: For the rest of the combat, the difficulty of all tasks the foe attempts is modified by one step to its detriment.

DESIRED TRANSLATION RESULT Desired Translation Result or Special Circumstance Translation Difficulty The initiating PC meets all normal prerequisites; he appears in the recursion where he left it on last visit (or in the recursion s default destination, if he never visited the recursion before). The quickened creature initiated, eased, or hastened a translation in the last 24 hours; each additional translation attempt increases the difficulty by another step. The initiating PC relies on a target recursion likeness (or equivalent) that helped shape a recursion through fictional leakage, not a likeness of the actual recursion. Recursion level Recursion level + 1 step Recursion level + 3 steps TRANCE AND ACCLIMATION TIME Trance Time Acclimation Time Three PCs (1 initiating, 1 hastening, 1 easing) 10 minutes 1 round (if vector eases and spinner hastens) 2 hours 10 minutes Two PCs (1 initiating, 1 hastening) 10 minutes 1 hour (if spinner hastens) 2 hours 1 hour Two PCs (1 initiating, 1 easing) 4 hours 1 round (if vector eases) 4 hours 10 minutes One PC (1 initiating) 4 hours 1 hour TRANSLATION FAILURE If the PCs fail their translation roll, roll on the following table to determine the result. 01 20 Complete Failure: The characters do not translate. 21 40 Altered Destination: The characters translate to a location they did not plan on, chosen by the GM. This might be a location they have no knowledge of. 41 45 Taxing: Acclimation time is doubled. 46 50 Blurred Senses: The difficulty of all perception-related tasks attempted by translating characters is increased by one step for one hour after acclimation. 51 55 Slowed Reactions: The difficulty of all Speed-based tasks attempted by translating characters is increased by one step for one hour after acclimation. 56 60 Weak: The difficulty of all Might-related tasks attempted by translating characters is increased by one step for one hour after acclimation. 61 65 Confused: The difficulty of all Intellect-related tasks attempted by translating characters is increased by one step for one hour after acclimation. 66 70 Somewhat out of Sync: The difficulty of all tasks attempted by translating characters is increased by one step for one hour after acclimation. 71 75 Entirely out of Sync: The difficulty of all tasks attempted by translating characters is increased by two steps for one hour after acclimation. 76 80 Memory Failure: Translating characters lose all memory of anything that happens one hour after arrival. They wake up after that hour and have no idea what happened. 81 85 Adaptation Failure: The difficulty of all tasks related to translating characters new foci is increased by one step for the duration of their stay in the new recursion. 86 90 Greatly Altered Destination: The characters translate to a location they did not plan on, chosen by the GM. This might be a location they have no knowledge of. The location and the situation occurring there is always dangerous filled with enemies, in an environment hostile to character health, and so on. This could be the result of a NPC who has intruded upon the translation and placed the PCs in a peril of the NPC s choosing, such as a prison, a desert island, the middle of a flash flood, and so on. 91 98 Interrupted Translation: The characters translate to an entirely different recursion than the one they had intended. 99 00 Catastrophic Failure: Roll twice on this table and take both results.