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Cypher Builder
by Ryan Chaddock
Numenera is copyright Monte Cook Games, LLC
The following system is intended as an alternate way of generating and using cyphers in Numenera. Each generated
cypher follows a similar pattern to the [adjective][noun] who [verbs] system of describing Numenera characters. In
this case, the adjective is the Level of the item, the noun is the physical shape it takes (called the Form), and the verb
is the kind of thing it does (called the Effect), in a general sense. Additionally the GM will determine the Complexity
of the Cypher- whether it’s Anoetic or Occultic. This is going to give you a VERY barebones version of a cypher,
requiring a bit of creative work on your part, hopefully negotiated with the players attempting to get the cypher up
and running.
This system is not for everyone, and may not even be great in every situation, so GM’s may wish to mix it in with the
normal cypher system, rather than switch to it wholly. It will slow down gameplay, but likely add a bit of grittiness
and the potential for creativity. The idea is that some cyphers need some work to get going, requiring some tinkering
on the part of the player character. However, the player and GM negotiate what the thing does, based on the general
thrust of the generated Effect.
Example 1: The GM rolls on the following tables for a Form and Effect, as well as a 1d10 to
generate a Level. She gets a Level 3 Handheld Device that Harms Life. She and her players
negotiate a bit and decide the Cypher simply produces a ray that liquefies flesh, making it a
ranged weapon. Since the cypher is level 3, it does 3 points of damage on a hit. It’s a simple
sort of thing, so the GM decides it’s an Anoetic cypher.
Example 2: The GM rolls and comes out with a Level 7 Helmet that Projects an Energy
Field. The player tinkering with the helmet wants it to provide a force field that protects
from a massive heat source in the area. Since it’s level 7, the GM determines that it could
easily be configured to do that, if the player character can make a level 7 Numenera skill roll.
With a bit of effort the player is successful and gets the desired cypher, with the GM
deciding that it’s Occultic in Complexity.
Level
Roll 1d10 to determine the level of the cypher. This level will be employed as usual to determine how difficult it is to
work with the device. If the device is a weapon, the Level is how much damage it does. If it heals, the Level is how
many points it provides. Devices with a high level are more likely to have a longer range and more nuance to their
effects. For instance a low level device that Routes Electricity might simply work as an insulator against electrical
burns, but a high level cypher with the same Effect might be able to siphon power from a nearby generator to power
an important machine.
Complexity
The GM should decide whether a cypher is Anoetic or Occultic, based on what the thing does and what its level is.
Cyphers higher than 5th level are often Occultic. If a cypher is simple in function, such as a healing pill or a weapon, it
could probably be Anoetic. You may also wish to base this decision on the Form of the object- Complex Devices are
likely Occultic, while Handheld Devices, Pills, etc. may be Anoetic. When in doubt, flip a coin.
Form
To determine the Form of the cypher, just roll percentile on the table below.
1 – 10 Handheld Device
11 – 20 Complex Device
21 – 22 Adheres to Temple
23 – 24 Adhesive Patch
25 – 26 Amulet
27 – 28 Bag
29 – 30 Belt
31 – 32 Belt Buckle
33 – 34 Boots
35 – 36 Box
37 – 38 Bracelet
39 – 40 Canister
41 – 42 Clothing/Armor Piece
43 – 44 Contact Lens
45 – 46 Disk
47 – 48 Fabric
49 – 50 Full Bodysuit
51 – 52 Glass Panel
53 – 54 Gloves
55 – 56 Goggles
57 – 58 Handled Emitter (ray gun, etc.)
59 – 60 Headband
61 – 62 Helmet
63 – 64 Ingestible Liquid
65 – 66 Injector
67 – 68 Nodule
69 – 70 Pill
71 – 72 Pipe
73 – 74 Plate
75 – 76 Pyramid
77 – 78 Ring
79 – 80 Short Rod
81 – 82 Shoulder Mounted
83 – 84 Sludge
85 – 86 Sphere
87 – 88 Spike
89 – 90 Spray
91 – 92 Subdermal Implant
93 – 94 Temporary Tattoo
95 – 96 Tube of Paste
97 – 98 Weird Object
99 – 100 Wristband
Effect
There are six categories of Effects, with six Effects in each category. Simply roll 1d6 or pick a category, and roll 1d6 or pick
an Effect within it, to determine the general Effect of the device. Note that you will likely need to narrow down precisely
what the Effect does in this particular device.
1 Energy
1 Creates a Beam of Energy
2 Creates Cold
3 Explodes
4 Produces/Alters Sound
5 Projects an Energy Field
6 Provides Heat or Power
2 Greater Forces
1 Alters the Flow of Time
2 Changes Weather
3 Manipulates Gravity
4 Sees the Past
5 Takes Matter Out of Phase
6 Teleports Matter
3 Life
1 Creates Life
2 Detects Life
3 Enhances Life
4 Harms Life
5 Repairs Life
6 Summons Life
4 Matter
1 Alters Matter
2 Destroys Matter
3 Lubricates
4 Releases a Gas
5 Scans Matter
6 Sticks to Surfaces
5 Mind
1 Creates an Illusion
2 Damages Minds
3 Provides a Skill
4 Reads Minds
5 Repairs Minds
6 Sends a Mental Message/Image
6 Technology / Misc.
1 Interfaces with Technology
2 Launches a Projectile
3 Obeys Commands
4 Provides Information
5 Repairs Machines
6 Routes Electricity

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Cypher builder

  • 1. Cypher Builder by Ryan Chaddock Numenera is copyright Monte Cook Games, LLC The following system is intended as an alternate way of generating and using cyphers in Numenera. Each generated cypher follows a similar pattern to the [adjective][noun] who [verbs] system of describing Numenera characters. In this case, the adjective is the Level of the item, the noun is the physical shape it takes (called the Form), and the verb is the kind of thing it does (called the Effect), in a general sense. Additionally the GM will determine the Complexity of the Cypher- whether it’s Anoetic or Occultic. This is going to give you a VERY barebones version of a cypher, requiring a bit of creative work on your part, hopefully negotiated with the players attempting to get the cypher up and running. This system is not for everyone, and may not even be great in every situation, so GM’s may wish to mix it in with the normal cypher system, rather than switch to it wholly. It will slow down gameplay, but likely add a bit of grittiness and the potential for creativity. The idea is that some cyphers need some work to get going, requiring some tinkering on the part of the player character. However, the player and GM negotiate what the thing does, based on the general thrust of the generated Effect. Example 1: The GM rolls on the following tables for a Form and Effect, as well as a 1d10 to generate a Level. She gets a Level 3 Handheld Device that Harms Life. She and her players negotiate a bit and decide the Cypher simply produces a ray that liquefies flesh, making it a ranged weapon. Since the cypher is level 3, it does 3 points of damage on a hit. It’s a simple sort of thing, so the GM decides it’s an Anoetic cypher. Example 2: The GM rolls and comes out with a Level 7 Helmet that Projects an Energy Field. The player tinkering with the helmet wants it to provide a force field that protects from a massive heat source in the area. Since it’s level 7, the GM determines that it could easily be configured to do that, if the player character can make a level 7 Numenera skill roll. With a bit of effort the player is successful and gets the desired cypher, with the GM deciding that it’s Occultic in Complexity. Level Roll 1d10 to determine the level of the cypher. This level will be employed as usual to determine how difficult it is to work with the device. If the device is a weapon, the Level is how much damage it does. If it heals, the Level is how many points it provides. Devices with a high level are more likely to have a longer range and more nuance to their effects. For instance a low level device that Routes Electricity might simply work as an insulator against electrical burns, but a high level cypher with the same Effect might be able to siphon power from a nearby generator to power an important machine. Complexity The GM should decide whether a cypher is Anoetic or Occultic, based on what the thing does and what its level is. Cyphers higher than 5th level are often Occultic. If a cypher is simple in function, such as a healing pill or a weapon, it could probably be Anoetic. You may also wish to base this decision on the Form of the object- Complex Devices are likely Occultic, while Handheld Devices, Pills, etc. may be Anoetic. When in doubt, flip a coin.
  • 2. Form To determine the Form of the cypher, just roll percentile on the table below. 1 – 10 Handheld Device 11 – 20 Complex Device 21 – 22 Adheres to Temple 23 – 24 Adhesive Patch 25 – 26 Amulet 27 – 28 Bag 29 – 30 Belt 31 – 32 Belt Buckle 33 – 34 Boots 35 – 36 Box 37 – 38 Bracelet 39 – 40 Canister 41 – 42 Clothing/Armor Piece 43 – 44 Contact Lens 45 – 46 Disk 47 – 48 Fabric 49 – 50 Full Bodysuit 51 – 52 Glass Panel 53 – 54 Gloves 55 – 56 Goggles 57 – 58 Handled Emitter (ray gun, etc.) 59 – 60 Headband 61 – 62 Helmet 63 – 64 Ingestible Liquid 65 – 66 Injector 67 – 68 Nodule 69 – 70 Pill 71 – 72 Pipe 73 – 74 Plate 75 – 76 Pyramid 77 – 78 Ring 79 – 80 Short Rod 81 – 82 Shoulder Mounted 83 – 84 Sludge 85 – 86 Sphere 87 – 88 Spike 89 – 90 Spray 91 – 92 Subdermal Implant 93 – 94 Temporary Tattoo 95 – 96 Tube of Paste 97 – 98 Weird Object 99 – 100 Wristband Effect There are six categories of Effects, with six Effects in each category. Simply roll 1d6 or pick a category, and roll 1d6 or pick an Effect within it, to determine the general Effect of the device. Note that you will likely need to narrow down precisely what the Effect does in this particular device. 1 Energy 1 Creates a Beam of Energy 2 Creates Cold 3 Explodes 4 Produces/Alters Sound 5 Projects an Energy Field 6 Provides Heat or Power 2 Greater Forces 1 Alters the Flow of Time 2 Changes Weather 3 Manipulates Gravity 4 Sees the Past 5 Takes Matter Out of Phase 6 Teleports Matter 3 Life 1 Creates Life 2 Detects Life 3 Enhances Life 4 Harms Life 5 Repairs Life 6 Summons Life 4 Matter 1 Alters Matter 2 Destroys Matter 3 Lubricates 4 Releases a Gas 5 Scans Matter 6 Sticks to Surfaces 5 Mind 1 Creates an Illusion 2 Damages Minds 3 Provides a Skill 4 Reads Minds 5 Repairs Minds 6 Sends a Mental Message/Image 6 Technology / Misc. 1 Interfaces with Technology 2 Launches a Projectile 3 Obeys Commands 4 Provides Information 5 Repairs Machines 6 Routes Electricity