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Level: 1d6 + 2 Earth: Spray can Ardeyn: Rune

Ruk: Spider that rumbles

Effect: An invisible, thin shell of repulsive gravity

forms in an immediate range around the user. Bullets, arrows, and other ranged physical attacks that strike the shell are returned on a reverse trajectory. Energy and light-based attacks are not affected, nor are creatures or other slower-moving objects that enter the area.

GRENADE (ADHERING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Adheres to primary target before it

explodes, attacking all targets within immediate range of the detonation. The difficulty of the attack against the primary target is reduced by one step. Affected targets take a number of points of damage equal to the cypher level; the primary target takes 4 additional points of damage.

GRENADE (ATTRACTING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: This cypher detonates twice. The first is

an implosive pulse, attacking all creatures in immediate range. Affected creatures and objects within short range of the detonation are drawn to within immediate range, whereupon the grenade immediately explodes again, inflicting damage equal to the cypher level on all creatures within immediate range.

GRENADE (BANISHING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes, affecting all level 1 or 2 demons,

CYPHERS

GRENADE (FORGETTING)

Level: 1d6 + 4

Earth: Explosive device or black ceramic

sphere (thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes and creates a memory distortion

field within short range of the detonation. All creatures in the area forget everything that happened since they came into the detonation area. To the affected creatures, it’s as if they’ve just walked into the area, and they’re not immediately aware of having lost any time.

GRENADE (HEALTH)

Level: 1d6 + 4

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes to release a burst of

bioregenerative energy in a short radius. The energy restores a number of points equal to the cypher level to the Pools (or health) of everyone in the area.

GRENADE (ICE)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes with cold, attacking all creatures

in immediate range of the detonation. Affected creatures take damage equal to the cypher level and are frozen in place by a thin coating of ice. Until a target escapes or three rounds pass, the ice encasement inflicts 1 additional point of damage each round after the first, and the creature cannot move or take physical actions (other than trying to break free).

GRENADE (PETRIFICATION)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes, turning all creatures in

immediate range of the detonation to stone. Affected creatures gain +5 to Armor and can take no actions. Level 1 targets are turned to stone permanently, and higher-level targets revert to normal after one minute.

GRENADE (DISINTEGRATION)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes and creates a field that

suppresses the charge on the electrons in all creatures and objects within immediate range of the detonation, inflicting damage equal to the cypher level. If the attack leaves a target’s combined Pools reduced to a value less than the cypher level, the target instantly falls to dust. (A PC who would be disintegrated can choose to spend 1 XP and instead descend one step on the damage track.)

GRENADE (EXPANDED RADIUS)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes into a dozen childlet grenades,

which effectively increases the explosion size to short range of the detonation. Affected targets take a number of points of damage equal to the cypher level.

GRENADE (EXPANDED RANGE)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, 500-foot [152 m] range)

Ardeyn: Wand (500-foot [152 m] range) Ruk: Handheld projector (500-foot [152 m] range) Effect: Explodes, attacking all targets within

immediate range of the detonation. Affected targets take a number of points of damage equal to the cypher level.

Damage track, page 108

Victims of a forgetting grenade could be surprised all over again by adversaries they were fighting

immediately before it exploded.

GRENADE (RESTRAINING)

Level: 1d6 + 4

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range)

Effect: Explodes, releasing a liquid that foams over

the target and all creatures within immediate range and then hardens into a body restraint that lasts for ten minutes. Restrained victims can’t move or take actions that require movement. Targets whose level is higher than the artifact level can usually break free within one or two rounds.

GRENADE (SHOCK)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes with a pulse, creating a shock

wave that attacks all creatures in immediate range of the detonation. Affected creatures take damage equal to the cypher level, are pushed out of immediate range, and fall down.

GRENADE (SIPHONING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes with bioenergy, attacking

all creatures in immediate range of the detonation. Affected creatures are drained of life force, taking damage equal to the cypher level. An equal number of points are used to restore the Pools of the user and her allies in short range (who are not in the blast radius), split evenly among them.

GRENADE (STUNNING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes, afflicting all creatures within

immediate range of the detonation with brain- burning light. The light inflicts damage equal to the cypher level and causes victims to lose their next turns.

GRENADE

(PROTEIN MISFOLDING)

Level: 1d6 + 3

Earth: Explosive device (thrown, short range) Ardeyn: A stone with a rune of destruction

inscribed on it (thrown, short range)

Ruk: Wristband projector (long range) Effect: Explodes in an immediate radius, inflicting

damage equal to the cypher level and infecting wounds with microscopic prion shrapnel. Each victim is attacked again every subsequent round as a protein-folding chain reaction melts its flesh, inflicting damage equal to the cypher level. A missed attack breaks the chain reaction. A creature killed by the chain reaction slumps into cloudy pink fluid.

GRENADE

(RECURSION SHIFTING)

Level: 1d6 + 3

Earth: Explosive device or ceramic sphere (see

effect)

Ardeyn: Wand (see effect)

Ruk: Handheld projector (see effect) Effect: The user throws or launches the cypher

and makes a difficulty 3 Intellect roll. If he fails, the grenade explodes. If he succeeds, it disappears and reappears within a recursion he names. The grenade appears at the location where he last left the recursion, or in the default arrival location if he never visited there before. The grenade explodes, attacking all creatures and objects within immediate range of the detonation with shrapnel. Affected targets take a number of points of damage equal to the cypher level.

CYPHERS

HALO (PROTECTIVE)

Level: 1d6 + 2 Earth: Knit cap Ardeyn: Circlet Ruk: Scalp tattoo

Effect: User manifests a halo composed of boiling

fractals that persists for one hour, although he can suppress the effect as part of another action. While the protective halo is active, the user has +1 to Armor against all types of attacks, including those that normally ignore Armor.

HALO (TARGETING)

Level: 1d6 + 1 Earth: Knit cap Ardeyn: Circlet Ruk: Scalp tattoo

Effect: User manifests a halo composed of boiling

fractals that persists for one hour, although he can suppress the effect as part of another action. While the targeting halo is active, the user’s ranged attacks are modified by one step to his benefit.

HALO (TELEKINETIC)

Level: 1d6 + 1 Earth: Knit cap Ardeyn: Circlet Ruk: Scalp tattoo

Effect: User manifests a halo composed of boiling

fractals that persists for one hour, although he can suppress the effect as part of another action. While the telekinetic halo is active, the user can mentally manipulate objects within long range as if physically present. In addition, he can attack all creatures or objects within immediate range, causing them to fly backward a short distance. Affected creatures also take 4 points of damage and are prone.

GRENADE (TELEPATHIC BOND)

Level: 1d6 + 4

Earth: Explosive device or ceramic sphere

(thrown, short range)

Ardeyn: Wand (long range)

Ruk: Handheld projector (long range) Effect: Explodes, conferring a shared telepathic

bond on all creatures within immediate range of the detonation for twenty-four hours. Affected creatures can mentally communicate with one another no matter how far they are separated, even across recursions.

HALO (MINDJAMMING)

Level: 1d6 + 1 Earth: Knit cap Ardeyn: Circlet Ruk: Scalp tattoo

Effect: User manifests a halo composed of boiling

fractals that persists for one hour, although he can suppress the effect as part of another action. While the mindjamming halo is active, the user can attack one creature within short range per round. An affected creature takes 2 points of damage (ignores Armor) and its mind is jammed, forcing it to lose its next turn.

HALO (MINDREADING)

Level: 1d6 + 1 Earth: Knit cap Ardeyn: Circlet Ruk: Scalp tattoo

Effect: User manifests a halo composed of boiling

fractals that persists for one hour, although he can suppress the effect as part of another action. While the mindreading halo is active, the user can telepathically communicate with creatures in long range and attempt to read the private thoughts of one creature within immediate range each round.

A halo is a circle of light surrounding a character’s head. Creatures without the spark and creatures that are not quickened tend not to see cypher-created halos, unless the visible manifestation is specifically called out to them.

Spark, page 22 Quickened, page 22

for one minute by a white glow, a ghostly white hand, a pale hand emerging from a nearby source, or some other force fitting the recursion’s context. Each round in which a target remains held and unable to break free, icy cold inflicts damage equal to the cypher level.

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