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Cypher System Bestiary Hyperlinked and Bookmarked 2024-04-02 6bzsmk
Cypher System Bestiary Hyperlinked and Bookmarked 2024-04-02 6bzsmk
Artists
Mauro Alocci, Paola Andreatta, Eren Arik, Javier P. Beltrán, Domenico Cava,
Biagio D’Alessandro, Giuseppe De iure, Gaia Degl’Innocenti, Doruk Golcu,
Alexander Gustafson, Joel Chaim Holtzman, Dharm “Duddum” Khalsa,
Guido Kuip, Katerina Ladon, Raph Herrera Lomotan, Macli, Patrick McEvoy,
Lyss Menold, Christine Mitzuk, Federico Musetti, Andrea Negroponte,
Gabriela Novotná, Mirco Paganessi, Angelo Peluso, Scott Purdy, Maichol Quinto,
Sadekaronhes, Jacopo Schiavo, Joel Slucher, Zoa Smalley, Matt Stawicki,
Tiffany Turrill, Nino Vecia, Chris Waller, Kieran Yanner, Yulia Zhuchkova
© 2024 Monte Cook Games, LLC. CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A.
and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte Cook Games, LLC.
Printed in Canada
TABLE OF CONTENTS
HOW TO USE THE CYPHER SYSTEM BESTIARY. . . . . 4 PART 5: SCIENCE FICTION . . . . . . . . . . . . . . . . . . 116
CREATURES BY LEVEL . . . . . . . . . . . . . . . . . . . . . . . 5 Robots.............................................................. 118
Space Troopers.................................................122
PART 1: FANTASY..................................................6 Time Travelers..................................................124
Dragons............................................................... 8 Cyborgs............................................................ 126
Elves...................................................................12 Aliens................................................................128
Dwarves..............................................................14 AIs....................................................................132
Adventurers....................................................... 16 Posthumans.....................................................134
Goblins...............................................................18
Elementals......................................................... 22 PART 6: SUPERHEROES . . . . . . . . . . . . . . . . . . . . 136
Wizards............................................................. 30 Gadgeteer Masterminds..................................138
Wraiths.............................................................. 32 Speedster Supervillains...................................142
Orcs................................................................... 34 Criminals......................................................... 144
Trolls.................................................................. 36 Energy-Wielder Supervillains.......................... 146
Giants................................................................ 38 Strong Supervillains.........................................148
Monstrous Supervillains.................................150
PART 2: HORROR. . . . . . . . . . . . . . . . . . . . . . . . . . 42 Rogue Supervillains......................................... 152
Ghosts...............................................................44 Cosmic Beings.................................................154
Serial Killers...................................................... 48
Things................................................................ 50 PART 7: POST-APOCALYPTIC . . . . . . . . . . . . . . . . 156
Demons............................................................. 54 Radbeasts.........................................................158
Haunted Houses.............................................. 58 Cannibals........................................................ 162
Vampires........................................................... 62 Mutants........................................................... 164
Werebeasts........................................................64 Raiders............................................................ 168
Killer Toys.......................................................... 68 Zombies...........................................................170
Warlords........................................................... 174
PART 3: FAIRY TALE. . . . . . . . . . . . . . . . . . . . . . . . 70
Outlaws............................................................. 72 PART 8: WEIRD WEST . . . . . . . . . . . . . . . . . . . . . 176
Faeries............................................................... 74 Cursed Beasts.................................................. 178
Satyrs................................................................. 76 Gunslingers......................................................182
Pirates............................................................... 78 Forgeborn........................................................ 184
Unicorns............................................................ 82 Lawmen............................................................188
Magical Winds.................................................. 84 Strange Folk.................................................... 190
Huntmasters..................................................... 86 Ghost Riders................................................... 194
Crafted Creatures.............................................. 88
Witches..............................................................90 TABLE AND MAP INDEX . . . . . . . . . . . . . . . . . . . . 196
Mermaids..........................................................94 CREATURE INDEX. . . . . . . . . . . . . . . . . . . . . . . . . 196
PART 4: MODERN. . . . . . . . . . . . . . . . . . . . . . . . . . 96
Crime Bosses.................................................... 98
Hackers........................................................... 102
Secret Agents.................................................. 104
Assassins........................................................ 106
Bounty Hunters............................................... 108
Detectives.........................................................110
Billionaires....................................................... 112
CYPHER SYSTEM BESTIARY
Throughout this
book, you’ll see page
references to various
items accompanied
by this symbol. These
are page references
to the Cypher System
Rulebook (CSR),
where you can find
additional details
about that rule, ability,
creature, or concept.
4
HOW TO USE THE CYPHER SYSTEM BESTIARY
CREATURES BY LEVEL
LEVEL 1 Ice elemental . . . . . . . . . . . . . . . . 28 LEVEL 6
Goblin . . . . . . . . . . . . . . . . . . . . . . 18 Infantry robot . . . . . . . . . . . . . . . . 121 Abysmal . . . . . . . . . . . . . . . . . . . . 52
Insidious spawn . . . . . . . . . . . . . . 50 AI (artificial intelligence) . . . . . . . 132
LEVEL 2 Lightning elemental . . . . . . . . . . . 27 Assassin . . . . . . . . . . . . . . . . . . . 106
Companion robot . . . . . . . . . . . . . 119 Mermaid . . . . . . . . . . . . . . . . . . . . 94 Forgeborn . . . . . . . . . . . . . . . . . . 184
Glowing roach . . . . . . . . . . . . . . 159 Nightcrawler . . . . . . . . . . . . . . . . . 181 Ghost rider . . . . . . . . . . . . . . . . . 194
Jackalope . . . . . . . . . . . . . . . . . . . . 181 Nucleoptera . . . . . . . . . . . . . . . . 159 Great wizard . . . . . . . . . . . . . . . . . . 31
Orc . . . . . . . . . . . . . . . . . . . . . . . . 34 Owl wight . . . . . . . . . . . . . . . . . . . 191 Grizzly bull . . . . . . . . . . . . . . . . . 180
Pirate . . . . . . . . . . . . . . . . . . . . . . . 78 Radimorph . . . . . . . . . . . . . . . . . . 158 Harmattan . . . . . . . . . . . . . . . . . . 85
Wraith . . . . . . . . . . . . . . . . . . . . . . 32 Sarsan . . . . . . . . . . . . . . . . . . . . . 193 Haunted house . . . . . . . . . . . . . . . 58
Scult . . . . . . . . . . . . . . . . . . . . . . 166 Insectoid supervillain . . . . . . . . . 150
LEVEL 3 Shelleton . . . . . . . . . . . . . . . . . . . 164 Locomotem . . . . . . . . . . . . . . . . . . 185
Acharn . . . . . . . . . . . . . . . . . . . . . 166 Space trooper . . . . . . . . . . . . . . . 122 Magical wind . . . . . . . . . . . . . . . . .84
Adventurer . . . . . . . . . . . . . . . . . . 16 Thunder elemental . . . . . . . . . . . . 29 North wind . . . . . . . . . . . . . . . . . . 85
AI zombie . . . . . . . . . . . . . . . . . . . 171 Time traveler . . . . . . . . . . . . . . . . 124 Quetzalsaur . . . . . . . . . . . . . . . . 179
Cannibal . . . . . . . . . . . . . . . . . . . 162 Water elemental . . . . . . . . . . . . . . 25 Speedster supervillain . . . . . . . . 142
Chupacabra . . . . . . . . . . . . . . . . . . 178 Werefox . . . . . . . . . . . . . . . . . . . . . 65 Strong supervillain . . . . . . . . . . . 148
Criminal . . . . . . . . . . . . . . . . . . . 144 Werewolf . . . . . . . . . . . . . . . . . . . . 65 Troll . . . . . . . . . . . . . . . . . . . . . . . . 36
Deathtumbler . . . . . . . . . . . . . . . 180 Wind child . . . . . . . . . . . . . . . . . . . 85 Vampire . . . . . . . . . . . . . . . . . . . . . 62
Detective . . . . . . . . . . . . . . . . . . . 110 Wizard . . . . . . . . . . . . . . . . . . . . . . 30 Werelion . . . . . . . . . . . . . . . . . . . . 66
Faerie . . . . . . . . . . . . . . . . . . . . . . . 74 Worker robot . . . . . . . . . . . . . . . . 120 Wereshark . . . . . . . . . . . . . . . . . . . 66
Killer toy . . . . . . . . . . . . . . . . . . . . 68 Zombie sorcerer . . . . . . . . . . . . . . 173
Lucifan . . . . . . . . . . . . . . . . . . . . 165 LEVEL 7
Lycoyotl . . . . . . . . . . . . . . . . . . . . 192 LEVEL 5 Animalistic supervillain . . . . . . . . 151
Nanny robot . . . . . . . . . . . . . . . . 120 Alchehemoth . . . . . . . . . . . . . . . . 186 Dragon . . . . . . . . . . . . . . . . . . . . . . 8
Raider . . . . . . . . . . . . . . . . . . . . . 168 Billionaire . . . . . . . . . . . . . . . . . . . 112 Energy-wielder supervillain . . . . 146
Raider, fell rider . . . . . . . . . . . . . 169 Crime boss . . . . . . . . . . . . . . . . . . 98 Giant . . . . . . . . . . . . . . . . . . . . . . . 38
Raider, marauder . . . . . . . . . . . . 169 Cyborg . . . . . . . . . . . . . . . . . . . . . 126 Posthuman . . . . . . . . . . . . . . . . . 134
Robot . . . . . . . . . . . . . . . . . . . . . . . 118 Deadshot . . . . . . . . . . . . . . . . . . 187 Radioactive bear . . . . . . . . . . . . . 160
Serial killer . . . . . . . . . . . . . . . . . . 48 Demon . . . . . . . . . . . . . . . . . . . . . 54
Technician robot . . . . . . . . . . . . . . 119 Devouring mass . . . . . . . . . . . . . . . 51 LEVEL 8
Transitional vampire . . . . . . . . . . . 63 Earth elemental . . . . . . . . . . . . . . . 24 Atomus . . . . . . . . . . . . . . . . . . . . . 161
Wyrm . . . . . . . . . . . . . . . . . . . . . . . 10 Gadgeteer mastermind . . . . . . . . 138 Fungoid supervillain . . . . . . . . . . . 151
Zombie . . . . . . . . . . . . . . . . . . . . 170 Lawman . . . . . . . . . . . . . . . . . . . . 188 Mighty wizard . . . . . . . . . . . . . . . . . 31
Zombie singer . . . . . . . . . . . . . . . 173 Orc veteran . . . . . . . . . . . . . . . . . . 35
Zombie spitter . . . . . . . . . . . . . . . 173 Outlaw . . . . . . . . . . . . . . . . . . . . . . 72 LEVEL 9
Zombie sprinter . . . . . . . . . . . . . . 172 Pirate captain . . . . . . . . . . . . . . . . 80 Vampire lord . . . . . . . . . . . . . . . . . 63
Rogue supervillain . . . . . . . . . . . . 152 West wind . . . . . . . . . . . . . . . . . . . 85
LEVEL 4 Satyr . . . . . . . . . . . . . . . . . . . . . . . 76
Air elemental . . . . . . . . . . . . . . . . . 26 Secret agent . . . . . . . . . . . . . . . . 104 LEVEL 10
Alien . . . . . . . . . . . . . . . . . . . . . . 128 Twine . . . . . . . . . . . . . . . . . . . . . . 167 Elder dragon . . . . . . . . . . . . . . . . . 10
Bounty hunter . . . . . . . . . . . . . . . 108 Unicorn . . . . . . . . . . . . . . . . . . . . . 82
Crafted creature . . . . . . . . . . . . . . 88 Warlord . . . . . . . . . . . . . . . . . . . . . 174 LEVEL 13
Dwarf . . . . . . . . . . . . . . . . . . . . . . . 14 Werespider . . . . . . . . . . . . . . . . . . 67 Cosmic being . . . . . . . . . . . . . . . . 154
Elf . . . . . . . . . . . . . . . . . . . . . . . . . 12 Wild one . . . . . . . . . . . . . . . . . . . 190
Fire elemental . . . . . . . . . . . . . . . . 23 Witch . . . . . . . . . . . . . . . . . . . . . . . 90
Fleshmare . . . . . . . . . . . . . . . . . . 186 Wraith lord . . . . . . . . . . . . . . . . . . 33
Ghost . . . . . . . . . . . . . . . . . . . . . . 44 Zombie hulk . . . . . . . . . . . . . . . . . 172
Gunslinger . . . . . . . . . . . . . . . . . 182
Hacker . . . . . . . . . . . . . . . . . . . . . 102
Huntmaster . . . . . . . . . . . . . . . . . 86
5
CYPHER SYSTEM BESTIARY
Part 1
FANTASY
F antasy roleplaying games often feature dragons, orcs,
elves, and more. Adventures written for such games
commonly include a quest given to player characters
The fantasy genre is an ecosystem of bizarre
monsters that hail from both known and unknown
dimensions. Which means that, like the superheroes
(PCs), monsters that must be faced, puzzles that must genre, nearly any genre’s creatures could show up in a
be solved, and often a magical talisman that must be fantasy game, up to and including aliens in the classic
purified, destroyed, or obtained so that the adventure crashed-spaceship trope.
can move forward.
Interested in advice
for building a fantasy
adventure or entire
setting? Check out CREATURES
our genre-building
Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
fantasy sourcebook
Godforsaken. Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Adventurers . . . . . . . . . . . . . . . . . . . . . . . . 16
Goblins. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Elementals . . . . . . . . . . . . . . . . . . . . . . . . . 22
Wizards. . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Wraiths. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Giants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
6
PART 1 | Fantasy
FANTASY ADVENTURES
If you’re looking for a bit of general fantasy inspiration, use the following tables to throw
together the bones of a fantasy adventure, then populate it with creatures from this book.
The main quest is hard enough, but often, acquiring a requisite magical object to end the
threat forever (referred to here as a “talisman”) involves one or more mini-quests of its own.
For example, to effectively fight the things that pour out of the portal when the celestial Things, page 50
alignment begins, PCs must obtain a vial of phoenix tears to wash their weapons in.
Alternatively, to defeat the wraiths, vampires, and ghosts infesting the new temple built
to appease the sun god, PCs must get advice from a painting that imprisons a demigod
of wisdom.
EPIC QUESTS
What must our brave heroes do to save others, achieve glory, survive, and/or thrive?
d20 Quest
1 Find the heir to the mythical underwater 11 Return the sun, stolen by psionic monstrosities,
kingdom before everything dies
2 Venture into the realm of dreams to stop the rot 12 Go back in time and fix an earlier mistake
3 Investigate the cause of the strange new red 13 Slay the ravenous apocalypse beast
streak in the sky 14 Repair the mechanism that maintains the
4 Find the rare and semi-divine herb to brew a cure world’s ability to host life
5 Guard the portal when the celestial 15 Defeat the rising tide of undead led by a
alignment begins powerful undead lord
6 Tread the path of the Demiurge to unlock 16 Track down and recover whoever or whatever
secrets of power looted the city’s food stores before winter
7 Gather the 13 pieces of the magical talisman 17 Do what the crime boss wants or they will harm
scattered across different lands and worlds an adventurer’s loved one
8 Fell the encroaching dark forest 18 Train up a small force and venture deep below a
9 Compete in the tournament to win the volcano to defeat an ancient dragon
Empress’s favor 19 Kill the god of chaos before they unzip reality
10 Brave the library dimensions guarded by 20 Toss the magical talisman into the sun to make
infovores sure it’s never used again
MAGICAL TALISMANS
What’s the magical talisman that must be found, purged, destroyed, or obtained so that the adventure can move
forward and resolve the quest?
7
CYPHER SYSTEM BESTIARY
Adventure Seed: The
PCs need a mythical
magic implement forged DRAGONS 7 (21)
in a priory to move
forward on their quest.
Unfortunately, that Breathing fire (or an alternate destructive energy), dragons incinerate what irks them,
implement is known to eat what pleases them (usually animals, sometimes including people), and hoard stolen
be secreted in the hoard
of a nearby dragon. treasure for themselves.
8
DRAGONS | Fantasy
DRAGON PERSONALITIES
What does the dragon act like if combat doesn’t intrude? Like the many hues of dragon scales, dragons can be
beastly, magnanimous, or anything in between, including the following options.
d10 Personality
1 Lies and deceives with every 5 Courtly and gracious in seeming, 8 Single-minded guardian of
smokey breath but without compassion an ancient shrine, piece of
2 Loves flattery, even though they 6 Vain, self-aggrandizing, and knowledge, or object
can see right through it eager to show off highlights of 9 Noble protector of a child, small
3 Seeks knowledge in tomes, in their hoard community, or true heir in hiding
scrolls, and from experts’ lips 7 Always hungry, ever-snacking; 10 Just wants to sleep; willing to
4 Crude and rude, but willing to eats strangers unless given an put up with just so much before
help for a price alternative becoming enraged
BREATH OPTIONS
Dragons that breathe destructive energy may gain additional utility with their ability, including the following.
Fire: In addition to taking damage from failed Speed defense roll. The destroyed
a successful attack, the target begins to item could be the target’s armor, weapon,
burn for 3 points of damage each round or other exposed piece of equipment. GM intrusion: The
until the target or an ally spends an action Radioactivity: In addition to taking dragon breathes their
destructive breath; apart
putting out the flames. damage from a successful attack, the from any other effect,
Cold: In addition to taking damage target contracts radiation sickness (level 7 an elemental of the
from a successful attack, the target is disease). Each day the PC fails a Might same energy type takes
encased in a layer of ice on a failed Might defense roll, they descend one step on form and allies with the
dragon for one minute.
defense roll. The encased target takes 3 the damage track. If the PC succeeds on
points of damage each round until they three Might defense rolls, they gradually Elementals, page 22
can break free with a successful Might roll improve and throw off the sickness.
as their action. Necrotic Energy: This attack inflicts
Electricity: This attack ignores Armor Speed damage (ignores Armor), and
provided by metallic armors. In addition if the target is killed by this or another
to taking damage from a successful attack made by the dragon, they
attack, the target is stunned and unable immediately rise as a zombie under the Zombies, page 170
to act for one minute on a failed Might dragon’s control.
defense roll or until they succeed on a Portals: In addition to taking damage
Might defense roll to recover early. from a successful attack, the target is
Acid: In addition to taking damage pulled into a random dimension on a
from a successful attack, one of the failed Might defense roll.
target’s items is destroyed on a second
9
CYPHER SYSTEM BESTIARY
WYRM 3 (9)
A viable dragon egg could
Young dragons, known as wyrms, are about the size of large dogs. They’re curious and
fetch an expensive sum of
coins in the right market. incautious, having yet to develop fully.
GM intrusion: The
dragon breathes their
destructive breath while
the character is caught
in their mouth, inflicting
full damage with no
option for a Speed
defense roll to reduce it.
10
DRAGONS | Fantasy
DRAGON NAMES DRAGON DESOLATION
Menacing and polysyllabic, dragon names embody many different
Some dragons destroy everything around
traditions. Usually, dragons name themselves. Options include:
their lair—burning down forests, razing
cities, and killing all life—in a diameter
Infirnyth, Shardawaur, Awarmizam, Glaunemis the Spelleater,
dozens of miles across, creating a zone of
Nyxulisaur, Straxeveron, Molphurico, Tyranvyrex, Othonariask,
security through which would‑be dragon
Smaur the Bloodwinged, Durglaurath, Arkenstara, Blazarandral,
slayers must first pass and potentially be
Cleuragax, Uchemral, Rasitos the Old, Kameleril, Veluraxim,
noticed by the dragon.
Glytenorik, Edrunemar, Fenkaulrash, Rincelsor the Flame, Ithilguar
d10 Magic Item 4 Thief ’s Key (level 8 artifact): Opens 7 Cask of the Elvenkind (level 7
1 Elven Horn (level 8 artifact): User locks of its level or less with a touch artifact): Produces 5 gallons (20 L) of
can summon army of 300 level 3 elf (depletion: 1 in 1d20) potent wine (depletion: 1 in 1d10)
warriors (depletion: automatic) 5 Wand of Lightning (level 6 artifact): 8 Dwarven Helm (level 7 artifact):
2 Ring of Ruin (level 8 artifact): Long-range lighting attack against Grants +1 to Armor and eases attacks
Wearer can snuff the life from a up to three foes inflicts 6 points of vs. goblins and orcs (depletion: —)
touched target (depletion: 1 in 1d10) damage and, on failed Might defense 9 Windbow (level 8 artifact): Ranged
roll, stuns targets for one round attacks ignore cover and can shoot
3 Sword of Life (level 8 artifact):
(depletion: 1 in 1d10) around corners (depletion: —)
Attacks inflict +5 damage to
undead (depletion:—); grants extra 6 Golden Chalice (level 9 artifact): 10 Staff of Power (level 8 artifact):
one round recovery rolls (depletion: Restores life to corpse dead less than Grants holder new tier 6 ability; +3 to
1 in 1d10) a year (depletion: 1-2 on 1d6) Intellect Edge (depletion: —)
11
CYPHER SYSTEM BESTIARY
ELVES 4 (12)
GM intrusion: The elf Haunting the woodlands or underground
snatches the character’s realms, elves embody grace, lore, and
arrow attack from the air.
memories of a forgotten age.
Health: 12
Damage Inflicted: 5 points
Armor: 1
Movement: Short
Modifications: Speed defense as level 5; balance, stealth,
and perception as level 6
Combat: An elf attacks targets at long range with
their bow.
When an elf takes damage from a Might-based attack,
they take 1 extra point of damage.
A particular elf can also use one or more of the
following abilities.
Volley of Arrows: Especially skilled archers attack
with their bow twice each round. If they hit the same
target twice, they can attack that target a third time.
Swordmaster: The elf attacks twice with their sword
each round.
Affinity with Nature: The elf uses their action to
communicate with nearby trees, learning everything that’s
happened in the area since the tree sprouted. Alternatively,
the elf asks a wild creature in the area to take a message
to a distant location, show the way to shelter, or some
similar action.
Light-Footed: The elf can move a long distance each round. In
addition, they can easily run a short distance each round up trees
or sheer walls, or across lightly packed snow, deadfalls, and mud.
They can move a short distance across open water, but finally fall
in if they don’t find solid footing between short distance sprints.
Magic: Some elves can call on Elven Magic.
12
ELVES | Fantasy
ELF NAMES
Elf names are usually taken from one of several elven languages, and often have a deeper
meaning that suggests a kind of living thing, star, emotion, or other wondrous element of GM intrusion: A fey ally
the natural world. Options include: (a faerie) joins the elf.
Faeries, page 74
Carathorn, Melesia, Halion, Glauriel, Zulebrien, Dauriel, Liriam, Ieveren,
Seraphos, Zeldarial, Sylascor, Niosamar, Iesriel, Galade, Atharim, Finrel, Lythscal,
Aerenthor, Rosewyn, Aelar, Lavendriel, Elrolas, Awenrod, Celedir, Galfendil
ELVEN MAGIC
Some elves know one or more spells, including the following. Usually these spells can be
cast as the elf’s action no more than once each hour.
Never-Ending Quiver: The elf never Nature’s Nurture: If the elf has the
runs out of arrows for the next 10 proper herbs available, the elf’s healing
minutes, though they must be used touch, song, and compress cure a disease
within a few rounds, or they fade into so or curse (of up to level 8), restore a
much dappled sunlight. Attacks made creature that died within the last three
with the arrows are eased. days to life (with 1 health), or restore all
Keeper of Trees: A touched tree is lost health or Pool points to a damaged
wrapped in protective spells that grant creature.
the tree a level of 10 for the purpose of Enchanting Song: The elf weaves a song
resisting damage for one month. (with their voice, an instrument, or both)
Rouse Tree: A touched tree is roused in of such enchanting beauty that targets Roused tree: level 5;
defense of the forest (or the elf) for up to within short range who hear it must health 23; Armor 2;
batters twice each round
ten minutes. succeed on a difficulty 4 Intellect defense
Glade Glide: The elf instantly teleports roll or do nothing but listen to the song
up to a very long distance so long as while it plays or, if the elf wishes, follow
the origin and the endpoint of the trip is the elf to some other location while the
within immediate distance of a live tree. song plays. Shadow elf, page 352
Reveal Shadow: When cast, this spell
reveals any shadow elves from regular Shadow elves who left
elves within short range. the forests behind to
escape justice for their
crimes sometimes
return in disguise to
trouble their kin.
13
CYPHER SYSTEM BESTIARY
Health: 18
Damage Inflicted: 4 points
Armor: 2
Movement: Short
Modifications: Caving, stonework, and Might
tasks (including defense) as level 5
Combat: A dwarf hews with their axe.
When a dwarf takes damage from an Intellect-based attack, they
take 1 extra point of damage.
A particular dwarf can call on one or more of the following abilities.
Dazing Flurry: Veteran dwarves can attack twice as their action
with their axe. If they hit the same target twice, the target
is dazed on a failed Might defense roll, hindering their
tasks on their next turn.
Crossbow: The dwarf unlimbers a heavy
crossbow and makes a long-range attack that
inflicts 6 points of damage as their action.
Battle Fury: The dwarf enters a berserker-
like rage as part of another action, granting
an additional 3 points of damage per attack(7
points total) and +1 to Armor (3 Armor total), but
hindering their Speed defense. Normally, a berserker
dwarf only leaves battle fury if they defeat their foes or
they die trying.
Combat Formation: If four or more dwarves act
together using combat techniques they’ve drilled,
the group can act as a single level 6 creature
whose attack deals 8 points of damage.
14
DWARVES | Fantasy
DWARF BEARDS AND/OR BRAIDS
What does the dwarf’s beard and/or braid look like? Unless noted otherwise, most beards extend to mid-chest or
further, while hair braids dangle past the buttocks. Options include:
DWARVEN TREASURE
What valuable thing is found in the dwarf treasure vault, or what does the dwarf seek to
regain from a dragon’s hoard? Options include:
d6 Treasure
1 Hammer of Smiting: level 7 artifact; inflicts 7 points 4 Mountain Crown: adorned with precious stones,
of damage (ignores Armor) and eases forging tasks hereditary crown of the kingdom (exorbitant value)
by three steps (depletion: 1 in 1d00) 5 Book of Grudges: level 9 artifact; book collects and
2 Shield of the Dwarfmother: level 7 artifact; eases records all slights, insults, and crimes committed
Speed defense rolls and defense rolls against magical against dwarves throughout the land, whether
attacks by two steps (depletion: 1 in 1d00) offended dwarf knows it or not (depletion: —)
3 Mindstone: level 8 artifact; polished amethyst gives 6 Deeproot Amulet: level 6 artifact; wearer can pass up
bearer +3 Intellect edge on next action or defense roll to a short distance through solid stone as easily as
(depletion: 1 in 1d10) walking (depletion: 1 in 1d20)
15
CYPHER SYSTEM BESTIARY
ADVENTURERS 3 (9)
Adventure Seed: To join Adventurers want a change, excitement, wealth and prestige, or revenge.
the Adventurer’s Guild,
the PCs must prove
themselves by making
it at least a portion of Health: 12 Combat: Adventurers attack with a sword,
the way through the Damage Inflicted: 5 points a long-ranged bow, or if a sorcerer, with
Grave of Terrors. Armor: 1 a short-range magical ray of fire, frost,
Movement: Short lightning, or similar energy.
Modifications: Some have an Adventurer’s Advantage—a
Sometimes wizards Bard: Persuasion and deception as level 5 trick, a magic item, or other boon—they
become adventurers Fighter: Speed defense and attacks as use when the situation demands.
as well.
level 5
Wizards, page 30 Sorcerer: Magic lore and Intellect defense
as level 5
Thief: Stealth and trap detection as level 5
GM intrusion: The
character is poked in the
eye by a tricky adventurer
and is dazed for the next
few rounds, hindering
actions relying on sight.
ADVENTURER NAMES
Adventurers go by all sorts of names, including the following.
16
ADVENTURERS | Fantasy
MEMORABLE ATTRIBUTE
Some adventurers stand out from the crowd.
d20 Attribute
1 Scars stripe body and face; brags about a dragon 11 Rusted iron prosthetic replaces right forearm and
they slew hand; likes to hum
2 Leaves glowing footsteps from a curse; complains 12 Horns curl from their brow; likes to play with fire
about being cold 13 Bears a shield made of fused finger bones; afraid of
3 Crowned by a runed helm; can’t remove it and must clerics
eat with a straw 14 Sports white beard braided with charms; an eye for
4 Sports bandoliers thick with throwing daggers; enjoys expensive jewelry
ribald jokes 15 Scantily clad except for minimum decorum demands;
5 Wears shaggy, orange-furred hides; somewhat smelly adept at storytelling
6 Stuffed owl clamped to left shoulder; hopes to 16 Wears a golden metallic cloak; laugh is deep and
magically revive it one day infectious
7 Nose always stuck in tome, scroll, or map; wears 17 Clutches drinking horn sloshing with red wine; slurs
spectacles when they speak
8 Absentmindedly pats their pouches, pockets, and 18 Leans on a staff trailing blue smoke; speaks in rhyme
pack; forgetful 19 Red strip of fabric covers eye sockets; empathetic
9 Eats red-shelled nuts from a large bag; fingers and lips 20 Wears impressively spiked night-black armor; dour
are stained red
10 Often falls into bickering with magic talking sword Talking sword: level 4
strapped to thigh artifact; inflicts 1
additional point of
damage; talks smack;
depletion: —
ADVENTURER’S ADVANTAGE
A given adventurer might seem unmatched, until they reveal their advantage. In some cases,
the advantage serves as loot if the adventurer is defeated and they didn’t use it. (Adventurers
also often carry a pouch of precious coins with a value equal to an expensive item.) Expensive item,
page 202
d10 Advantage
1 Uncanny luck prevents a final blow, a deadly fall, or other bad end.
2 Healed of all wounds after quaffing a potion of healing (level 6 cypher restores 6 Pool
points).
3 Releases a bound demon from tattoo to attack or defend, as needed. Demons, page 54
4 Uses ring to teleport to a spot they can see in long range (level 6 artifact; depletion: 1 in
1d10).
5 Touches brim of hat and turns invisible for 1 minute or until they attack (level 5 artifact;
depletion: 1 in 1d6).
6 Scatters a line of dust that becomes solid stone wall blocking access that lasts for 3 hours
(level 6 cypher).
7 Whistles or cries out; an allied troll smashes through nearby wall to save their friend. Trolls, page 36
8 Much tougher (double health and +2 Armor from weirdly tough skin) than average.
9 Deflects ranged attacks; PC is hit by their own attack on a failed Speed defense roll against
GM intrusion: The
NPC’s level. adventurer takes one
10 Wields a blade of severing (level 7 artifact; inflicts additional 2 points of damage; depletion 1 last immediate action
in 1d00). as they are defeated.
17
CYPHER SYSTEM BESTIARY
GOBLINS 1 (3)
Goblins are wicked, grasping, and perversely resourceful humanoids,
usually no larger than children.
Health: 3
Damage Inflicted: 2 points
Movement: Short
Modifications: Speed defense as level 3 due to size and
quickness; deception, perception, stealth, and setting
traps as level 5
Combat: Goblins attack with knives, claws, or biting in
immediate range, and with slings, shortbows,
and rocks at short range.
But unless caught unawares, they might
also rely on a variety of Goblin Tactics,
Goblin Traps, and Goblin Allies.
18
CYPHER SYSTEM BESTIARY
GOBLIN TRAPS
Goblin traps are simple but well-built level 5 mechanical ambushes affecting an immediate area, designed to allow a
goblin to run past or through them without triggering them, but requiring others to succeed on a Speed defense roll
to avoid them. Options include:
d6 Trap (level 5)
1 Avalanche; affected targets crushed under boulders and scree for 5
points of damage each round until they can escape.
2 Net snare; affected targets caught and hauled into the air in the net
until they can escape; goblins spear helpless targets in the meantime
(treat goblins as if they have surprise).
3 Tripwire on stairs; affected targets tumble down flight embedded with
glass shards, taking 6 points of damage.
4 Iron ram swings down from ceiling; affected targets take 7 points of
damage.
5 Tripwire in corridor; if triggered, a dozen poisonous spiders (level 1;
attacks as level 3 and inflicts 3 points of damage from poison) drop
from ceiling hatch.
6 Tripwire in corridor; if triggered, rolling boulder hurtles down corridor,
hindering Speed defense rolls by two steps and inflicting 8 points of
damage, or 3 points even with a successful roll.
19 View as Spread
GOBLIN LOOT
Most goblins carry a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus a
handful of mismatched coins equivalent to an inexpensive item. But some carry something a little more interesting,
such as the following. Many items could be sold for a moderately priced sum of coins.
Price categories,
GOBLIN ACTIVITY
page 202 When characters come upon goblins unawares, what are the goblins up to? Options include:
d20 Activity
1 Mucking out an area that apparently was previously used as an improvised latrine
2 Roasting a variety of kidnapped dwarves on spits over smokey fires
3 Drinking stolen ale and proceeding to become horrifically inebriated
4 Putting together/resetting a trap; a few mistakes have caused some earlier casualties
5 Exploring a new area, using a cave wolf (level 3) to sniff the trail forward
GM intrusion: Another 6 Holding an impromptu rat race in a short maze; each rat is illegibly numbered with red mud
goblin stealthily got
behind the character, 7 Grooming out nits, ticks, and fleas from a larger goblin (level 3) who takes it as their due
and the character 8 Looting the corpses of trapped and killed adventurers
trips over the creature
9 Feeding a bonfire with tomes, scrolls, paintings, and other burnable stuff stolen from a
and falls prone.
human city
10 Beating each other with sticks while they screech and bicker about nothing
11 Sniggering and chortling as they graffiti an area with a handful of obscenities using manure
12 Overseeing a couple of captive dwarves (level 2; excavation as level 5) in digging a new tunnel
13 Repairing broken weapons, crafting new ones from scavenged human-sized weapons
14 Betting on who can spit the farthest; losers are roundly smacked about
15 Stitching wires into the bones of defeated foes to create gruesome marionettes
16 Carrying a human corpse on a palanquin; the corpse is dressed in bright colors and thorn
crown
17 Bricking over access to a cell holding kidnapped hostages whose relatives can’t afford a
ransom
18 Napping in a pile of snoring, farting, twitching goblins; a couple snuggle with rag dolls
19 Dropping boulders down a pit and laughing uproariously at the sounds of distant crashing
Dragons, page 8 20 Being very, very quiet and afraid because they just managed to escape an enraged dragon
20
GOBLINS | Fantasy
GOBLIN TACTICS
Goblins attack from the shadows with ambushes and hit-and-run tactics, including
the following.
Surprise: When they have surprise, Ranged Attack: Goblin sentries linger
goblins attack as level 4 creatures and in walled-off galleries overlooking an
deal 2 additional points of damage entrance tunnel set with narrow arrow
(4 points of damage total). slots, providing the goblins complete
Draw into Traps: After their initial cover (so they can’t be attacked by Cover, page 220
attack, goblins fall back, attempting to conventional means by anyone not within
draw larger prey into level 5 traps they’ve immediate range of an arrow slot). The
set, or into the arms of more powerful goblins pepper those passing through
allies the goblins know about. with rocks, arrows, and bolts.
Retreat: After an attack, goblins flee Play Dead: Goblins may play dead after
through tunnels just large enough an encounter with invaders, then rise up
for their small statures, too large for and stealthily trail their attackers, waiting
humans to follow, unless the humans to make an attack when the invaders have
are willing to risk squeezing through set camp or when the invaders encounter
the narrow tunnels and becoming stuck another threat.
and vulnerable. The retreating goblins Betray: If they know they’re outmatched,
will attempt to use another tactic later at goblins surrender and cooperate. But they
some other point in their lair. watch for the first sign of outsiders letting
Overwhelm: If more four or more their guards down, then attack with GM intrusion: The
goblins can be gathered for every foe surprise and flee. goblin’s attack was
poisoned and the
faced, the goblins try to overwhelm
character struck must
invaders in a narrow space that’s fine for make a Might defense
goblins. In these conditions, each goblin’s roll or immediately
attacks are eased by two steps and deal move one step down
the damage track.
2 additional points of damage (4 points
of damage total) until invaders can break
out into wider tunnels and caves, or
until fewer than four goblins per invader
remain part of the encounter.
GOBLIN ALLIES
Goblin allies may hold the goblins in contempt but will act with the goblins in a pinch.
Options include:
An ogre named Ironclaw who works A group of four adventurers called the Ogre, page 346
with the goblins so long as ale is supplied Fireheart Delvers who were tricked into an Shadow elf, page 352
daily alliance
A group of three shadow elves who seek Five cave wolves (level 3) used as Adventurers, page 16
to employ the goblins as spies mounts and trackers, and in a pinch,
A giant with difficulty walking who relies defenders Giants, page 38
on the goblins to lead prey to them A couple of blind trolls the goblins have Trolls, page 36
A wizard named Celestri of the managed to trap in a deep, wide pit Wizards, page 30
Forbidden Whisper who thinks the An assassin who goes by the name Assassins, page 106
goblins serve her Aldric Moonblade who finds it funny to
A cave haunted by ghosts that normally help the goblins Ghosts, page 44
leave the goblins alone Another community of goblins with a
population of about fifty individuals
21
CYPHER SYSTEM BESTIARY
ELEMENTALS
Entities of energy or matter, elementals are literal manifestations of a particular force, substance, or concept.
ELEMENTAL TYPES
Fire elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Lightning elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Earth elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Ice elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Water elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Thunder elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Air elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
22
ELEMENTALS | Fantasy
23
CYPHER SYSTEM BESTIARY
Adventure Seed:
A tomb raider is looking
to repatriate stolen
treasures buried with
a powerful mage. But
word is, the monoliths
lining the tomb are
each a guardian
earth elemental.
24
ELEMENTALS | Fantasy
Health: 24
Damage Inflicted: 4 points
Movement: Short; long when swimming
Modifications: Swimming and aquatic maneuvers as
level 6; stealth as level 6 when in water
Combat: Water elementals bash opponents with heavy
limbs of water.
Any attack that inflicts cold damage hinders a water
elemental’s actions on their next turn.
Individual water elemental instances may also attack
with one of the following abilities as their action.
Spray: The elemental attacks with a short-range
hosing spray of water that inflicts damage and, on a
failed Might defense roll, pushes the target tumbling and
rolling up to short distance away from the elemental where they
end prone.
Envelop: The elemental attacks with their entire body, attempting
to envelop, drown, and crush one opponent, who can resist with a
Might defense roll. If the opponent fails, they take 4 points
of damage each round until they can escape with a
successful Might defense roll as their action.
Fog: Up to once every hour, the elemental
disassociates into a misty fog bank covering an
area a very long distance in diameter. As fog, the
elemental is unable to attack and is immune from attack
except for area attacks. The fog persists for up to ten minutes,
creating dense mist in the area (treat the area as darkness that makes Mist, page 221
ranged attacks nearly impossible and hinders melee attacks). The elemental can return
to normal at any time as part of another action (including an attack). An elemental with an
Waterspout: The elemental spins up into a miniature waterspout and charges enveloped opponent near
forward, moving up to a long distance before becoming solid again. Anything along water could dive deep,
release their opponent to
the line of that movement is attacked, taking 4 points of damage on a failed Speed
drown normally, then return
defense roll. Even those who succeed take 1 point of damage. to their previous position
Flood: The elemental floods an adjacent area with a river-like strip of fast-moving to fight other opponents.
water a very long distance in length (no more than once each hour). Each round a
character attempts to wade or swim the flood they must succeed on a Speed defense Adventure Seed: Offerings
roll. A successful roll means the character escapes the water and/or fords the area left at a sacred pond have
gone missing, and the water
of rushing water. A failed roll means the character is treated as described under the itself seems threatening.
elemental’s Envelop attack. In addition, the character is moved a short distance in the
direction of the water’s flow each round they remain caught. An enveloped character Adventure Seed: Garbage or
can escape with a successful swimming task followed by a Might roll to reach dead bodies have polluted
a water source, spawning
something solid above the floodwaters, such as a riverbank or large structure. an angry elemental that
attacks everyone until
the mess is cleaned up.
25
CYPHER SYSTEM BESTIARY
Health: 24
Damage Inflicted: 4 points
Movement: Long when flying
Modifications: Stealth as level 6
Combat: Air elementals slice foes
up to a short distance away
with blades of fierce wind or
use blasts of air to throw small
objects.
If reduced to 0 health, air
elementals are 50% likely to
blow back into existence a few
rounds later with 6 health.
Rejuvenated elementals
continue to fight or flee to
cause trouble elsewhere.
Individual air elemental instances
may also attack with one of the Abide: The elemental disperses over a short area in
following abilities as their action. diameter, becoming invisible, unable to attack, and
Buffet: The elemental attacks up to immune from attack except with area attacks. The
three creatures (who are next to each elemental can remain in this form indefinitely but
other) within short range with a violent must use an action to return to normal.
gust, inflicting damage with a successful Tornado: The air elemental disassociates into a
attack and knocking targets prone who fail a towering tornado a short distance in diameter (just
Might defense roll. once, or upon defeat) and charges forward, moving
Vortex: The elemental becomes a sucking up to a long distance. Anything along the line of their
vortex that inflicts 4 points of damage to all creatures movement is attacked, taking 10 points of damage
within immediate range. In this form, the elemental and being flung up to a long distance in a random
gains +1 to Armor and an additional +2 to Armor direction on a failed Speed defense roll. Even those
against physical projectile weapons such as arrows who succeed take 2 points of damage. Whatever the
and javelins. The elemental reverts to their normal outcome, becoming a tornado permanently ends the
form at the start of their next turn. air elemental’s instance.
26
ELEMENTALS | Fantasy
Health: 12
Damage Inflicted: 4 points
Armor: 1
Movement: Short; flies a short distance
each round
Modifications: Perception as level 5; perceives
invisible living creatures as level 7
Combat: Lightning elementals attack with
claws of pure lightning, inflicting damage
and stunning their targets for one round
on a failed Might defense task.
Lightning elementals gain health from
electrical attacks and sources of electric
energy (such as natural lightning),
allowing them to exceed their normal
maximum, up to a maximum of 36 health. In some dimensions,
Traveling Bolt: As their action, the
lightning elementals
Individual lightning elementals may also lightning elemental immediately appears are referred to as
attack with one of the following abilities. in any spot within a very long distance, “accumulators.”
Lightning Bolt: Long-range lighting so long as they can see the area and
blast attacks one target and all creatures electricity could travel that path.
between the lightning elemental and the Magnetic Pulse: An electro-aligning
target (no more than once every minute), burst (no more than once a minute)
inflicting 8 points of damage on a failed Adventure Seed: The
magnetizes metal and other objects
iron vault door to the
Speed defense roll, and 2 points of within short range for about one queen’s armory has
damage even if successful. minute, causing metallic objects to fly become sealed by some
Forking Bolts: Forking bolts attack together into a clump next to the lighting kind of strange force
all creatures within immediate range the court wizard calls
elemental. Creatures wearing metal armor “magnetic.” Those who
(no more than once every few rounds) are drawn into the clump on a failed spend overlong trying
inflicting 4 points of damage on a failed Might defense roll and held immobile to haul the door open
Speed defense roll, and 1 point of damage until they can squirm out of their armor anyway are eventually
blasted backward by
even if successful. with a successful Speed roll as their an electric shock.
Channel Charge: The lightning action. Creatures holding metal weapons,
elemental can choose to channel 3 points or with metal items in a pack or purse, are
of their health to ease an attack or deal similarly affected unless they let go. If the
3 additional points of damage with an GM intrusion: The
target is a creature comprised mostly of
character breathes in
attack against an individual target. The metal, like an iron golem, or machine that a cloud of elemental
elemental can channel health in multiples uses electronics, they cease to function substance; all they can
of 3 on any given attack for greater effect. for one minute. do on their next turn
is violently cough.
27
CYPHER SYSTEM BESTIARY
28
ELEMENTALS | Fantasy
29
CYPHER SYSTEM BESTIARY
Health: 12
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Magical lore as level 6
Combat: The wizard attacks with short-range glowing
streaks of force.
A wizard usually also has at least two of the following
spells they can cast as their action.
Warding: The wizard’s Armor improves by
2 (for a total of 3 Armor); the wizard usually
already has this cast.
Blast: Targets in an adjacent immediate area
(or targets in an immediate area up to a long
distance away) are blasted with energy (such as
fire, ice, or lighting). Targets that fail a Speed defense roll take
damage and on a failed Might defense roll, are thrown back
an immediate distance and stunned, losing their next turn.
Flight: The wizard (and up to three allies) can fly a long
distance each round for about an hour. A wizard can cast a
quick version of this spell fast enough to prevent damage
from an unexpected fall.
Slumber: Up to three targets in short range fall asleep
on a failed Intellect defense roll. Sleeping targets
sleep for about ten minutes, or until roused by
vigorous shaking or damage.
Higher-Level Spells: A “great” wizard knows one
or more additional level 6 Spells, and a “mighty”
wizard knows one or more extra level 6 Spells and
one or more extra level 8 Spells.
30
WIZARDS | Fantasy
WIZARD NAMES
Wizard names tend toward the pretentious. Options include:
Adventure Seed: A prized
Syrrix Silverwand, Stámo Leornian, Miresia the Magister, Lord Dessatyso, Barlu of object in the character’s
possession once belonged
the Yellow College, Evrin the Enchanter, Crow, Ignatius Starcaster, Faust the Chaotic, to a wizard who now
Isa of the Iron Tower, Kairos, Amara Grimm, Shaythra, Lagos D’lester, Ozima of the wants it back.
White Sands, Glomund Gorthuel, Vadriel, Naug, Aganon, Rath Duskmantle
WIZARD APPEARANCE
Many wizards are wizened and carry a staff. What else stands out or is different about a
given wizard?
31
CYPHER SYSTEM BESTIARY
WRAITHS 2 (6)
GM intrusion: The Wraiths are formless, lingering
wraith’s scream spirits of malevolence bound to the
spectrally manifests
as 4 more wraiths.
world by an evil curse.
Health: 6
Damage Inflicted: 3 points
Armor: 1
Movement: Short while flying
Modifications: Stealth as level 5
Combat: A wraith’s life-draining touch inflicts 3 points of
Speed damage (ignores Armor).
Wraiths also have the following traits.
Fade: The wraith becomes fully insubstantial as their
action and can’t affect or be affected by anything (except
for weapons and attacks that specifically affect undead or
phased creatures), and they can pass through solid matter
without hindrance, unless barred by a magical ward.
The wraith can return to normal (a partly insubstantial
state that can take and deal damage) as part of
their attack action.
Legion: A group of five wraiths focusing on one
target attacks as a single level 4 creature dealing 5
points of Speed damage (ignores Armor).
Persistent: If destroyed, a wraith usually
reforms the following midnight (unless
their Cursed Wraith Origin is discovered
and addressed).
WRAITH NAMES
Adventure Seed: The Wraiths usually don’t remember their living names. Those tied to a sustaining evil
queen can’t be crowned or magical artifact might. These often have appellations gained over generations of
until the wraith haunting
the former king’s
interactions with the living. Options include:
scepter is dispatched.
Zuramoth the Fallen, Lumakan the Mourner, Nagmar the Silent, Leanthe
the Dream Stealer, The Bane of Skyforge, Gulmurzor the Woebringer, Xet
the Child Taker, Renulmar the Hellrider, Ezwarhil Neckbreaker
32
WRAITHS | Fantasy
WRAITH APPEARANCE
In addition to their incorporeality, a particular wraith may have a notable feature.
Adventure Seed:
Something has changed
CURSED WRAITH ORIGIN about the village
Something evil forged the wraith. If that origin can be found and broken, killed, dispelled, cemetery, and townsfolk
demolished, or otherwise dispatched, the wraith fades for good. are afraid to enter.
d10 Origin
1 Summoned by a necromancer 6 Vehicle that saw atrocity, such as a ship, train car, or
2 Linked with a magical artifact such a crown, sword, wagon hit by bandits
six-shooter, staff, or ring 7 Memento from a murdered lover, such as a locket or
3 Haunts a buried treasure hoard (distributing the pocket watch
treasure ends the curse) 8 Lantern (or other light source) that was the last thing
4 Structure that saw atrocity, such as an inn where they saw when murdered
every traveler was murdered in their sleep 9 Natural spring poisoned with insidious fungus,
5 Battlefield where bones lie unhallowed (giving a barrels of toxic mine waste, or magic
proper burial ends the curse) 10 Desecrated temple or chapel
33
CYPHER SYSTEM BESTIARY
ORCS 2 (6)
GM intrusion: Born into squalor and fear, the orc species
Screaming with glee, five is composed of miserable, misbegotten
more orcs join the fight.
humanoids that seem destined to serve as
fodder for more powerful evil overlords.
Health: 7
Damage Inflicted: 4 points
Armor: 2
Movement: Short
Modifications: Pleasant social interactions as level 1,
intimidation as level 5
Combat: Orcs fight with
long-range bows or
orc-forged melee
weapons (axes,
swords, etc.).
Orcs may also have one
of the following traits.
Shield: The orc’s Speed defense is eased.
Maul: The orc’s massive two-handed weapon deals
6 points of damage. (Orcs using mauls can’t deploy
shields.)
Horde Tactics: Some orcs have trained to fight
as a team. When any group of three
horde-trained orcs attack, treat it as a
single level 4 attack that inflicts 6 points
of damage.
Clamber: Using their gnarled claws to find
purchase in the tiniest of cracks, the orc can
climb almost sheer surfaces as quickly as they
could run across level ground.
34
ORCS | Fantasy
ORC APPEARANCE
No two orcs look exactly alike, but all have a mean, ugly, and shambolic façade. Standout
features for a given individual include:
Adventure Seed: Orcs
d10 Standout Features are gathering from
1 Mouthful of teeth like a shark. 6 Impressive tusks (which grant an extra across several regions,
gore attack each round). apparently answering
2 Misshapen face suggesting it was once the call of an aspiring
caught in a vise. 7 Burn scars entirely cover their skin. evil overlord who’s
3 Bluish skin crusted with fungus and 8 Can’t stop themself from constantly amassing an army.
sprouting mushrooms. muttering obscenities.
4 One eye weeps a greenish fluid, the other 9 Followed around by a mangy, wolf-like pet
glows blue. monster (level 5).
5 The stubs of three arrows still protrude 10 Wears looted elven finery, tattered and not
from their back. washed in years.
Trolls, page 36
ORC NAMES ORC OBSCENITIES
Orc names are traditional and may include Most things an orc says aren’t worth
a surname. The names are sometimes repeating, including:
fragments of a corrupted language that orcs
d10 Obscenity
once shared with elder beings before their
1 Shit-smeared pustule!
paths diverged. Options include: GM intrusion: The orc’s
2 Clown-faced vomit stain! loud fart is so horrifically
3 Fungus-licking rabbit! redolent the character
Agoz, Ugnak, Belgmec, Klozz, Kelfimbul, is dazed until the end
Zorbeg, Gulgor, Krishmeg, Lurgef, Gul, 4 Corpse-loving elf-friend! of their next turn.
Malharg, Shagmuz, Dobroceg, Orthmog, 5 Baby-saving bastard!
Grurk, Lurdzak, Shug, Grakrab, Sukau, 6 Rot-tooth canker!
Ufshad, Clomog, Glekbeg, Thrakmeg, 7 Mud-slurping weasel!
Kutzbog, Druka, Skareg, Razgol, Gezbad
8 Crap-spattered dancer!
9 Butt-faced cockroach!
10 Dwarf-bearded nose picker!
35
CYPHER SYSTEM BESTIARY
TROLLS 6 (18)
Hulking, grotesque, and ferocious, few can stand before a troll’s brute strength.
GM intrusion: The
troll divides into three
separate spawned trolls.
36
TROLLS | Fantasy
Mog, Urk, Shreg, Tom, Kruf, Mak, Brab, Frac, Bert, Pruk, Kruk, Bill, Snrag, Adventure Seed: A noble
Grag, Blard, Drub, Cak, Snor, Rech, Huk, Weez, Mrash, Gop wants a troll head to
mount on their trophy
wall and is willing to
pay for others to get the
FOUND IN A TROLL SACK head on their behalf.
Some trolls are collectors and carry their “treasure” with them in a burlap sack.
d10 “Treasure”
1 Set of bones “artfully” gnawed to resemble faces
2 Wax-sealed pot filled with rancid creamed egg yolks and peanut paste
3 Rolled up skins from select past elf victims
4 Crude cookware, including a pot just large enough to stuff a human into
5 Mummified human hand still wearing a ring of blinking Blinking, page 385
Expensive item,
6 An expensive amount of random coins page 202
7 Shiny rocks
8 Pet dwarf Dwarves, page 14
9 Glass cannister filled with aggressive 3-foot (1 m) long giant leeches Giant leech: level 2
10 Gobbet of still-living troll flesh; if freed, grows into a spawned troll in a few rounds
37
CYPHER SYSTEM BESTIARY
Environment: Underground,
deserts, mountaintops, and
similar desolate areas
Health: 40
Damage Inflicted: 9 points
Armor: 1
Movement: Short
Modifications: Speed defense
as level 5 due to size; sees
through deceptions and
tricks as level 3
Combat: Giants smash foes
with their fists, possibly catching
up to three human-sized targets with
the same attack if all the targets are
in immediate range of each other.
Some giants hurl rocks up to very
long range.
If a giant attacks a single target with a fist,
they can choose to do regular damage or
to grab hold of the victim, dealing 4
points of damage instead. On their
turn, the victim can attempt a Might
defense roll to struggle out of the grip,
a Speed defense roll to slip out, or an
Intellect-based task to distract the giant. If the
victim fails, the giant throws the victim as high and
as far as they can on their next turn. Damage on impact
varies, depending on the environment, but a victim takes an
average of 10 points of ambient damage.
38
CYPHER SYSTEM BESTIARY
GM intrusion: The giant’s
blow sprains one of the GIANT PETS
character’s limbs, making
it useless for ten minutes.
A giant or a group of giants could be encountered with a pet.
39 View as Spread
GIANT MOTIVES MAGICAL GIANTS
A given giant’s motive directly affects how they interact with other creatures. Giants may possess more abilities
than mere size and strength.
d10 Motive A few giants can generate
1 Reclaim the lands stolen from them storms, tidal waves,
2 Be left undisturbed in their claimed territory/castle to farm and hunt as they earthquakes, and similar
choose phenomena that can lash an
3 Seize other creatures’ lands, either alone or as allies of other giants or area up to 1,000 feet (300 m)
supernatural forces across for up to a minute,
4 Search out and gain mystical knowledge that offers advantages of craft and inflicting 3 points of damage
longevity each round to all creatures and
5 Call down storms and unnatural disasters to sow chaos and destruction objects not protected by shelter
6 Found a hidden conclave of giant-kind that can exist away from violence and designed to withstand a storm
discord (though few shelters protect
7 Recover ancient artifacts taken from giant-kind by heroes of old against an earthquake).
8 Topple the gods and place themselves as rulers of the heavens and hells A subset of giants with more
beyond the world wit than their kin may know
9 Guard mystical knowledge, sacred sites, temples to elemental beings, or spells, usually spells capable of
graves of gods grounding enemy fliers, spells to
10 Accumulate and guard monetary and magical treasures to keep for put enemies to sleep, and spells
themselves allowing them to change their
shape and size.
40
GIANTS | Fantasy
41
CYPHER SYSTEM BESTIARY
PART 2
HORROR
H orror can be found in any setting. Instead of strictly
being its own genre, horror can happen whenever
One of the horror’s hallmarks is that its central
mystery is inscrutable. All people can do is react to the
a situation becomes eerie and “messed up.” Which scary monster or situation, but understanding its true
means you can merge horror with any other setting origin or motive is almost impossible. However, at least
whether that’s modern day (which most horror starts a monster can (hopefully) be killed. But the question
from), fantasy, fairy tale, weird west, and especially then becomes, if there was one, are there more?
science fiction.
CREATURES
Ghosts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Serial killers. . . . . . . . . . . . . . . . . . . . . . . . . 48
Things. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Haunted houses. . . . . . . . . . . . . . . . . . . . . 58
Vampires. . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Werebeasts. . . . . . . . . . . . . . . . . . . . . . . . . 64
Killer toys . . . . . . . . . . . . . . . . . . . . . . . . . . 68
42
PART 2 | HORROR
HORRIFIC SITUATIONS
If you’re looking for general horror inspiration, use the following tables to generate the outlines of a horror scenario, then
add in one or two creatures from this book. Horror scenarios include a creepy premise, a few jump scares, and a creature
that must be defeated (or often enough, just escaped).
For example, after news outlets bring reports of people around the city doing strange things, PCs learn that something
is replacing people with robots—but not before losing one or two of their own to the process. Alternatively, PCs hired
as caretakers to watch an out-of-the-way property are woken each night by ghastly screams. Investigation reveals a loner
who sometimes becomes a human-sized spider desperate for food.
JUMP SCARES
If appropriate to the situation, treat a jump scare as a GM intrusion.
d20 Scare
1 Corpse falls/springs out of closet or door. 11 Book flings itself from the bookcase hard enough to draw
2 Something reaches out of the darkness and grabs the blood.
character’s shoulder. 12 When the power and lights return, a creepy doll is posed
3 Character notices their reflection moving independently facing the character.
from them. 13 Furred figure from outside suddenly appears in the
4 Floor collapses, dropping character into cellar. window.
43
CYPHER SYSTEM BESTIARY
GHOSTS 4 (12)
Health: 12
Damage Inflicted: 5 points
Movement: Short; can move through solid objects of up
to level 7 at will
Modifications: Stealth as level 7; intimidation and
frightening as level 6
Combat: A ghost’s touch inflicts freezing damage.
A given ghost may also enjoy one or more of the
following traits.
Ghostly: The ghost is immaterial and
doesn’t take damage from mundane
physical sources. They do take half
damage from spells and attacks that
direct energy, and full damage from
weapons designed to affect spirits and from
psychic attacks.
Touch the Real: If they choose, ghosts can pick
up and manipulate objects if they concentrate.
Ghosts can also go into a state of apparent
non‑existence for hours or days at a time.
Terrifying: The ghost attacks one (or, if
a powerful enough ghost, all) creature(s)
within short range with a psychic display
or emanation so horrible that targets who
fail an Intellect defense roll take 4 points
of Intellect damage (ignores Armor) and
become terrified, freezing in place. In each
subsequent round, a terrified victim can attempt
an Intellect-based task to control their fear. Each failed
attempt (or failure to even try) moves the victim one step
down the damage track. Those killed by ghostly fear are marked by
expressions of horror and hair that has turned white.
44
GHOSTS | HORROR
INITIAL INTERACTION
A ghost may not be in full control of their actions, either because they are not fully sapient, or because rage and
loss drive them to extremes.
d00 Interaction
01–03 Prone to sudden violence 52–54 Life-draining screams
04–06 Lonely and wants to talk 55–57 Stuck in a loop ending in death
07–09 Doesn’t know they’re dead 58–60 Chants and prays
10–12 Asks for help 61–63 Becomes more real as music plays
13–15 Rages against the living 64–66 Aggressive, seeks destruction
16–18 Crying, nearly inconsolable 67–69 Quiet and respectful until provoked
19–21 Contemptuous of the living 70–72 Offers small sums of currency
22–24 Surprised and afraid 73–75 Offers to help
25–27 Curious and questioning 76–78 Drunken singing
28–30 Curious about how they died 79–81 Suspicious of strangers
31–33 Wants to be remembered 82–84 Angry and resentful
34–36 Mischievous to malicious 85–87 Yearns for contact with substance
37–39 Mute but aggressive 88–90 Shows off knowledge and wit
40–42 Playful 91–93 Confused about everything
43–45 Stern and unapproving 94–96 Tries to hide/run away
46–48 Exacting and careful 97–99 Protective of haunted location
49–51 Reveals a sought-for location 00 Commands obedience
INITIAL MANIFESTATION
When a ghost first makes themself known to the living, their appearance may take one of
the following forms, even if they later take on a more traditional shape in which to interact.
d00 Manifestation
01–03 Footsteps on the stair 52–54 Starts with glowing footsteps
04–06 Pale face in the window 55–57 Faceless haunt in coat
07–09 Piano plays itself 58–60 Figure visible at a distance
61–63 Animate formal dress/suit GM intrusion: The
10–12 Animated child’s doll
character is grabbed
13–15 Scratching behind the wall 64–66 Moves and throws objects by ghostly hands that
67–69 Animated weapon pull them violently
16–18 Possessed cat
against the ceiling
19–21 Plunging temperature 70–72 Ominous silhouette before releasing them
73–75 Extra PC shadow to fall back to the floor;
22–24 Possessed ant/termite colony
the character takes
25–27 Ghostly skeletal figure 76–78 Made of water a total of 4 points of
79–81 Vapor in human shape ambient damage.
28–30 Preserved head in sealed jar
31–33 Full spectral figure 82–84 Reflection in mirror
34–36 Animated shovel 85–87 Whispers on the wind
37–39 Portrait manifests hands 88–90 Text appears in an old journal
40–42 Bouncing ball 91–93 Pile of animate coins
43–45 Shadowy specter 94–96 Taxidermized beast
46–48 Live electricity 97–99 Ashen humanoid shape
49–51 Ghostly howls 00 Hovering sphere of fire
45
CYPHER SYSTEM BESTIARY
MOTIVE AND/OR UNFINISHED BUSINESS
Ghosts won’t go until they finish what death interrupted or deal with the issue their deaths caused.
46
GHOSTS | HORROR
GHOST NAMES
Ghosts were people (or some other kind of creature) once and may still answer to their
original names. Options include:
GM intrusion: The
Micah, Naomi Tenny, Agnes Hyuk, Aiko Dalisay, Alia Husain, Anaya Heath, character is possessed
by the ghost until they
Clement Pierce, Elton Wick, Iapetus, Ishani Ward, Nobuo, Prudence, succeed on an Intellect
Sabina Fairchild, Megan Mayumi, Vicente Mandes, Enoch, Ephraim Slater, roll to push them out.
Ezra Atalar, Han Weisheng, Arjun Rose, Bragi, Rowland Novikov While possessed, the
character acts just like
the ghost did when
they were alive.
HAUNTED LOCATIONS
d20 Location
1 Foyer or landing 8 Wild woods 15 Along the river
2 Dance hall 9 Lighthouse 16 Opera house
3 Ruined cabin 10 Attic 17 Forest clearing Adventure Seed: The
characters, thinking that
4 Swimming pool 11 Hospital 18 Basement or cellar their destruction of a
5 Gravesite 12 Asylum 19 Covered bridge magical talisman linked
to a ghost will end the
6 Clocktower 13 Museum 20 Public house/bar haunting, actually further
7 Playground 14 Alley empower the ghost
because the talisman was
holding the spirit back.
WORLDLY POSESSIONS
A ghost usually doesn’t carry objects, though some
might be associated with a valuable keepsake (like an
amulet showing the face of a loved one) that has value
equal to an expensive or very expensive item. Expensive item,
page 202
47
CYPHER SYSTEM BESTIARY
Serial killers carefully select and stalk their subjects. Their cunning
allows them to trick and track subjects, elude authorities, and horrify
communities where their atrocities come to light.
Health: 13
Damage Inflicted: 4 points
Armor: 1
Movement: Short
Modifications: Deception and persuasion as level 7; stealth
and puzzle-solving/craft as level 6
Combat: A serial killer attacks twice with a long knife,
hammer, or other bladed or blunt weapon. Alternatively,
or in addition, they might use a a signature attack.
GM intrusion: The
character, briefly out of sight
of the others, is sedated by
a serial killer’s syringe.
Headhunter, The Critic, Book Collector, Seattle Strangler, Son of Jack, Merciful Death, Snake River Killer,
Bastard of Cairo, The Optometrist, Bogeyman, The Doctor, Fingerpainter, Kissing Killer, Altar Boy, The
Mindhunter, Snake of Phoenix, The Tallyman, The Tattooed Lady, Alcatraz, The Chess Master
48
SERIAL KILLERS | HORROR
INCAPACITATING ATTACKS
Some serial killers attack to incapacitate a potential subject but not kill them. That’s GM intrusion: The
because they hope to apply their “signature” later. defeated serial killer
suddenly jerks back to life,
not dead after all but filled
d6 Attack with malicious vigor.
1 Syringes filled with a fast-acting sedative. A target of a successful syringe attack takes no
damage but must succeed on a difficulty 4 Might defense roll or slip into anesthetized
slumber that lasts an hour.
2 Serrated blade designed to inflict trauma-inducing cuts. A target of a successful blade attack
takes damage and on a failed Might defense roll descends one step on the damage track.
3 Garotte hidden in a kerchief or scarf fitted with extendable blades. A target of a successful
garotte attack takes damage and bleeds for additional 4 points of damage each round until
they can escape the strangling garrote with a successful difficulty 4 Might roll.
4 Needles dipped in poison. A target of a successful needle attack takes damage from poison Adventure Seed: A
and on a failed difficulty 4 Might defense roll takes 4 points damage each round for one medium hosts a séance
minute or until an antidote is used. to speak with the dear
departed, but it’s all
5 Maul, heavy and huge. A target of a successful maul attack takes 6 points of damage and on fake*. However, the
a failed Might defense roll is stunned, unable to take their next turn. medium is secretly a
6 Silenced pistol. The serial killer makes two short-range attacks, inflicting damage with each serial killer who chooses
targets using information
with almost no sound.
gained from past clients,
sometimes even choosing
the clients themselves.
SIGNATURE *Unless it isn’t all fake.
A serial killer usually only uses their preferred, ritualized method of dispatching a subject
that is already subdued, helpless, or trapped in particular location. Or, once dispatched,
treats the body in a specific, terrible fashion.
d10 Method
1 Head removal via guillotine, axe, or 6 Knifed subject is seeded with fungal
(purposefully inefficient) dull blades. spores so that when body is found it is
2 Application of a plastic bag taped covered in odd growths. GM intrusion: The serial
around subject’s head causing 7 Dispatched subject is posed in a horrific killer, supposedly restrained
asphyxiation. diorama depicting scenes from previous or caged, reveals they’re free
day’s newspapers. by attacking the character.
3 Operate on a conscious but restrained
subject, removing organs until 8 Dispatched subject is disassembled,
death occurs. then reassembled to create horrific doll.
4 Subject trying to escape must solve 9 Subject is dispatched via a particular
elaborate puzzles that maim and kill if medieval torture device, such as an
solved incorrectly. iron maiden.
5 A specific combination of poisons that 10 Portions of the subject’s skin sewn to
turns the subject’s skin a particularly colorful fabric to create a macabre quilt.
bright color.
Besides trophies,
sometimes a serial
TROPHY COLLECTED killer collects a subject’s
valuables and currency,
Some serial killers collect trophies from their subjects, either taken from their subject’s stashing it around
body or from the subject’s possessions. Options include the following. their homes/lairs in an
amount equal to three
or four expensive items.
Heads Hair Hearts/organs Thumbs
Tongues Doorknobs Fingers Genitalia
Books Teeth Lips Inked skin Expensive item,
Fingernails Eyes Crosses/rosaries Noses page 202
Skin Feet Pets Game pieces
49
CYPHER SYSTEM BESTIARY
THINGS
Churning masses of adaptable protoplasm, things are unfathomable beings from beyond
Earth—and sometimes, from beyond space and time.
Huge spawn: level 5; 30 Whether they are person-sized tumors with a mind or protoplasm that seeped
health; Armor 1; standard down from the abyss of space, insidious spawn apparently seek to consume
insidious spawn abilities
every other living organism with their cancerous, never-ending spread.
Health: 15
Damage Inflicted: 5 points
Armor: 1
Movement: Short
Modifications: Disguise and deception as level 7
Combat: An insidious spawn sprouts toothed tentacles or
extra mouths to attack twice each round.
Spawn flinch from flame, taking double damage from
fiery attacks.
A spawn also has the following traits.
Regenerate: A spawn regains 1 point of health each round, but
not the round after taking fire damage.
Adhere: If the spawn deals damage, the attacking tentacle or
mouth adheres to the target. The affected target automatically
takes damage each round and their physical tasks are
hindered until they succeed on a Might task as their action to
pull free (dealing 3 points of ambient damage to themself).
Consume: The insidious spawn consumes a defeated target
over the course of one minute if not interrupted. The result is
either a huge spawn, or two separate, full-health creatures.
Mimic: The insidious spawn can physically mimic a creature they have
previously consumed and mentally “wear” that creature’s memories and
behaviors as a mask. This mask is so convincing that the spawn may not
realize it’s not real. At least not until it finds and attacks a new target,
usually after having lured them to a private location where they can attack
with surprise and consume their target without being discovered.
50
THINGS | HORROR
51
CYPHER SYSTEM BESTIARY
ABYSMAL 6 (18)
An abysmal is sludge from the ocean depths that dredged itself to surface, somehow
imbued with unholy life. A turbulent 17-foot (5 m) diameter abysmal is equal parts water,
mud, and the remains of sea creatures and drowned people.
GM intrusion: A
character damaged by
Choking Residue soon
develops a persistent,
wet, hacking cough . . .
52
THINGS | HORROR
HORRIBLE APPEARANCES
Things, almost by definition, have an inconstant form. But what does it look like right now?
d10 Appearance
1 Shapeless pile of protoplasmic 5 Writhing, slapping, undulating 9 Oily, reflective pool of fluid
bubbles, faintly luminous tentacles; tentacles all the way down reminiscent of a sewage spill from a
2 Pustules constantly rise and pop, 6 Humanoid face splits open butcher’s stall
excreting a greenish-red fetid ichor revealing a wide, tooth-filled maw 10 Translucent gel-like mass in
3 Temporary eyes blinking open 7 Lump of six or seven half-fused which darker tendrils slither along
across the mass, sometimes human bodies moaning, gurgling, wormy trails
overlapping rising tower-like
4 Distorted, stretched, 8 Glimpsed in mid transformation;
half‑mimicked form of some limbs sprout, bones snap, and flesh
previous victim, thrashing tears apart
53
CYPHER SYSTEM BESTIARY
DEMONS 5 (15)
Demonic Forms, page 56 Demons are malevolent entities that corrupt and destroy. Demons come in many shapes,
or none at all, but whatever their form, they are always disturbing, grotesque, or often
blatantly horrifying.
54
DEMONS | HORROR
POSSESSION
A demon does great harm in a short time by forcing a possessed host to lie, steal, and harm loved ones.
Combat: In addition to or instead of other abilities, a The demon attempts to possess a target within
possessing demon has the following combat options. immediate range. The target is possessed on a failed
Intellect defense roll, whereupon the demon’s form is
subsumed into the target.
A possessed victim can act normally the seven days. An ejected or cast-out demon A demon allows a
first round they’re possessed. In the second can’t try to possess another creature for at possessed host to act
normally if it doesn’t
and all subsequent rounds, the possessing least one day. reveal the demon’s
demon can control the actions of the host, While they possess another creature, presence. If their presence
but the possessed victim can attempt the demon is immune to most attacks, becomes known by
an Intellect defense roll to resist being except for psychic attacks, holy water, and others, the possessing
demon might negotiate,
controlled. Successful resistance means spells that specifically harm demons and but only after a tirade of
that the character does nothing at all on not mortals. The host enjoys no special lies and obscenity, and
their turn. During turns the demon doesn’t immunities; killing the host will eject the the demon likely betrays
any deal reached.
attempt to control the victim, the victim can demon.
act as they choose. A possessing demon’s One way to exorcise a demon is to
actions are limited to whatever the host body command them out in the name of an
is able to do, in addition to leaving the host. entity that has power over the demon, or
A possessed victim is allowed an Intellect using the demon’s true name. This can be
defense roll to eject the demon once per attempted once per day (or once per round
day, in addition to exorcism attempts. The if using the demon’s true name), granting Demon True Names,
defense roll is hindered by one additional the possessed character an additional page 57
step each day of possession after the first Intellect defense roll to eject the demon. Exorcism, page 57
SHAPECHANGING
Shapechanged demons insinuate themselves into a victim’s friend group so that they can gaslight the victim over
an extended period and cause other harm that can’t be obviously traced back to the demon, like killing a pet or
destroying a treasured object.
Modifications: Disguise tasks as level 8 as their action to get over their reluctance, at which
Combat: In addition to or instead of other abilities, a point the demon regains their standard form.
shapechanging demon has the following options. The demon changes shape into something that can
The demon takes on the exact likeness of someone fly, swim, or squirm away.
their foe loves, and on a failed Intellect defense roll, The demon automatically regains 2 health each
the foe can’t bring themself to attack the demon in round.
this guise until the foe succeeds on an Intellect task
PYROKINESIS
Some demons have an affinity for flame. Alternatively, if possessing a creature, the demon can induce the possessed
target into acts of arson that eventually lead to burning everything and everyone the victim holds dear to ashes.
Combat: In addition to or instead of other abilities, a A creature or object up to a long distance away
pyrokinetic demon has the following options. ignites on a failed Might defense roll and burns each
The demon attacks twice each round with burning round as just described.
horns or claws, inflicting fire damage. If the target is The pyrokinetic demon is immune to fire.
alive or flammable, they ignite. Until someone takes
an action to douse the fire, the victim suffers 2 points
of damage each round as flame consumes them.
55
CYPHER SYSTEM BESTIARY
CURSED SORCERY
Bound by the very dark magic they practice, some demons find themselves in service to human wizards and
occultists, until a slip by their binder allows them to get diabolical revenge.
Modifications: Magic lore as level 8 Force-shield spell that grants +3 Armor to the
Combat: In addition to or instead of other abilities, a demon. (The demon can also use this spell to inflate
sorcerous demon can attempt one or more of the a bubble of magical force within a target in immediate
following spells as their action. range; on a failed Speed defense roll, the victim
Long-range spell that manipulates objects descends one step on the damage track.)
telekinetically with hand-like precision. Can use to Become invisible until the demon attacks. (The
choke a target for 5 points of damage each round the demon can also use this spell to blind a target within
target fails a Might defense roll. immediate range for 1 minute.)
Summon another demon and bind them to the Curse a target with bleeding from all orifices on a
sorcerous demon’s service for an hour or more. Only failed Might defense roll, hindering all their tasks by
a single servitor can be so bound at any one time by two steps for one hour.
means of this spell.
GM intrusion: The
character’s shadow
is beheaded by the DEMONS IN THE MODERN GENRE
demon, who laughs
and disappears. Until
A demon active in the modern genre means the setting is not strictly
the character can get modern but is shading into horror and/or urban fantasy. Implications of a
the resulting level 5 demon loose in a modern game include the following.
curse lifted or dispelled, A demon in a modern setting retains access to all the potential abilities
they are blinded.
described here.
A demon in a modern setting possessing a victim may present as a
Serial killers, page 48 serial killer.
A demon in a modern setting might first manifest as a cursed object,
such as a book or clock, until that object is destroyed, releasing the
demon to their true form.
A demon in a modern setting will likely find their opponents to be
priests or those who hunt the supernatural and have some knowledge of
exorcism rites.
DEMONIC FORMS
What does the just-encountered demon look like? Options include the following.
56
DEMONS | HORROR
A banned book, possibly one with a Research in a wizard’s library, but only if
title like Geometry of Lies or A Visitor from the wizard can be distracted by others.
the Pale. A trip into nether regions to find where
Another demon, perhaps one that seeks the demon originates, seeking the namer.
a favor from the researcher in turn.
57
CYPHER SYSTEM BESTIARY
GM intrusion (group): Abandoned and unloved, haunted houses aren’t just buildings plagued by a ghost or two,
Dozens of small objects but an intelligent, malevolent force unto themselves.
whip around the
room, striking at all
characters for 4 points
of damage each round. Health: 50
Damage Inflicted: 8 points
Movement: None
Modifications: Stealth as level 8; causing fear as level 7
Combat: A haunted house does not fight in any conventional sense.
Invulnerable to Normal Harm: A haunted house cannot be harmed by physical
means. Even burning down the structure does not ensure that it won’t just return
Key to destruction, a few nights later. It has a key to destruction, however.
page 59 Weaknesses: A haunted house inflicts half damage during the daytime, and its
actions are hindered by two steps. Objects and spells that specifically protect
GM intrusion: Spectral against ghosts and evil spirits protect a character from the actions of the house as
hands come forth from if the house were a ghost or demon.
a closet, grab at a
character, and attempt
More Intrusions: Once a GM intrusion occurs in the house, the chance for a GM
to drag them into the intrusion increases by 1. Thus, after one GM intrusion, the next occurs on a roll of
vast darkness within. 1-2, then 1-3, then 1-4, and so on. The intrusion range returns to normal one full
day after the characters leave the house.
Ghosts, page 44 Conjure Ghosts: Once each night, the house can conjure the ghosts of two
dead people that have lived within it for at least a year. If the ghost died within
the house, add 1 to its level. These ghosts are not sapient but just memory
fragments—fragments of the memories of the house.
Spectral Dominion: Up to three times each night (and only at night), the house
Spectral Dominion, can take advantage of a spectral dominion power. When someone is within the
page 61 presence of its key to destruction (literal or metaphorical), it can use these powers
three additional times that night.
Sinister Means, page 59 Sinister Means: The house can use a sinister means ability each round if it
chooses.
Adventure Seed: A
valuable antique or
artifact is traced to a
buyer who lives in an old
house in a nearby town.
THE ESSENCE OF HAUNTED HOUSES
No one answers several Very rarely, the inhabitants of an old house (or perhaps another structure)
communication attempts, awaken the house to its own subtle sentience. While this might start as a
so the only thing for it
is to go to the house. positive process, wherein the house loves its inhabitants and feels protective
of them, eventually people leave. They die or move and the house is left alone.
Years of loneliness and isolation become a festering malevolence, and the
house begins to know nothing but hate for other beings.
GM intrusion: A large Haunted houses can’t typically move or hunt victims, but rather lure people
piece of furniture or inside. Sometimes, though, a house doesn’t seek such things and only awakens
other object animates
and attacks as a
if disturbed, in which case, woe to those who have caused it to stir.
creature of level 6. Haunted houses are frequently much larger than they should be, containing
rooms and spaces that don’t make spatial sense.
58
CYPHER SYSTEM BESTIARY
SINISTER MEANS
These abilities can help the house to 34–36 Start a small fire 70–72 Animate a toy
communicate with, torment, confuse, or 37–39 Cause a PC’s possession 73–75 Animate an image in a
terrify those inside. (PC tasks to defend to vanish briefly painting
against, understand, or escape from 40–42 Slam a door so that it 76–78 Control the image on a
these manifestations are eased two might strike a PC TV/computer screen
steps during the day.) 43–45 Cause an outlet/appliance 79–81 Alter the condition/age of
to create shock objects in a room
d00 Sinister Means Ability
46–48 Grasp with rug/curtains/ 82–84 Create a strong wind gust
01–03 Create a sound or voice
sheets/towels 85–87 Make one of the PC’s
04–06 Open or close a door 49–51 Cause blood to drip from devices stop working
07–09 Fling a book or knickknack ceiling
88–90 Change the text in a
10–12 Turn on/off an electric appliance 52–54 Create writing on the book/magazine
13–15 Slide furniture wall/rug/mirror
91–93 Recreate the image of an
55–57 Change the appearance of event from the house’s
16–18 Create cold spot or drastically increase
artwork past
heat
58–60 Change the view through
19–21 Summon swarm of flies/roaches/ 94–96 Blast flames from the
a window
spiders fireplace
61–63 Change the view through
22–24 Change the reflection in a mirror 97–99 Spray broken glass from a
a doorway
window or mirror
25–27 Create a brief shadowy image or scene 64–66 Topple a bookcase/shelf/
00 Show a PC a vivid (but
28–30 Fill a room with darkness heavy object harmless) vision of their
31–33 Create putrid smell 67–69 Animate a weapon own death
KEY TO DESTRUCTION
There is always a single way to bring 8 Perform a ritual in the secret 15 Collapse the house into the
the terror of a haunted house to an sub-basement sea
end (other than just escaping). 9 Send it to another dimension 16 Celebrate the birthday of the
10 Get a priest to consecrate forgotten child
d20 Action
each room 17 Convince the house to love
1 Destroy a hidden book
11 Inscribe a secret phrase on rather than hate
2 Locate a lost piece of art every wall 18 Cause the house to be hit by
3 Smash the locket in the attic 12 Clean the house top to a meteor
4 Kill the beast in the basement bottom 19 Enter the mirror version of
5 Burn the original blueprints of the house 13 Learn the true history of the the house (through a mirror)
kept in a secret room house and destroy it there
6 Travel back to a better time for the house 14 Bring an evil former occupant 20 Defeat the house in a psychic
7 Get the former occupants to return to justice battle
59 View as Spread
HAUNTED HOUSES | HORROR
FORMER OCCUPANTS
Use this table and roll at least 3 times to populate the house with former occupants.
d00 Former Occupant 37–39 Politician 73–75 Family with one abusive
01–03 Artist 40–42 Art collector parent
04–06 Writer 43–45 Hoarder 76–78 Jilted lover
07–09 Musician(s) 46–48 Gamers 79–81 Sadistic cult
10–12 Architect 49–51 Farmer 82–84 Serial killer
13–15 Recluse 52–54 School teacher 85–87 Band of thieves
16–18 Squatters 55–57 Sex workers 88–90 Pet dog/cat/rat
19–21 Factory worker 58–60 Widow/widower 91–93 Escaped convicts/mental
22–24 Famously wealthy person patients
61–63 Soldier
25–27 Mortician 94–96 Occult expert/witch/sorcerer
64–66 Orphans
28–30 Actor 97–99 Very happy family
67–69 Delusional person
31–33 Dysfunctional family 00 Child with psychic powers
70–72 Parents of deceased
34–36 Craftsperson child/children
HAUNTED BUILDINGS
Although most haunted buildings are houses, sometimes other (usually abandoned)
locations take on a similar nature. Haunted locations always have multiple rooms or areas
and are typically quite large.
10 Zoo 20 Hotel
SPECTRAL DOMINION
At night, a house can use one of these abilities up to three times. When someone within
nears its key to destruction (literally or metaphorically), it can use these powers three
additional times that night.
d20 Spectral Dominion Power 7 Possess a PC 14 Convince PCs they should never
1 Cause a doorway to lead to a leave
8 Learn a deep secret of a PC
new location 15 Drain the lifeforce of one PC
9 Change gravity in one or more
2 Seal all exits absolutely rooms 16 Put PCs in a time loop
3 Create a new room/change size 10 Submerge one or more rooms 17 Rearrange layout of rooms
of room or corridor drastically in water 18 Animate and control PC
4 Move to a new location 11 Cause ceiling to lower and crush shadows
5 Learn PCs’ greatest fears/ occupants 19 Manifest limbs from its structure
weaknesses/nightmares 12 Send a PC into the house’s past 20 Teleport a PC from one room to
6 Open a portal to hell 13 Conjure PC’s dearest loved one another
61
CYPHER SYSTEM BESTIARY
VAMPIRES 6 (18)
Health: 24
Damage Inflicted: 7 points
Movement: Long
Modifications: Climbing, stealth, and perception as level 8;
Speed defense as level 7 due to quickness
Combat: Vampires batter (or claw) foes.
A vampire also enjoys the following traits.
Supernatural Resilience: Mundane physical attacks
do not damage a vampire. Hurting a vampire
requires using one of the options noted under
Vampire Hunter Techniques.
Mesmerizing Gaze: A target that meets the
vampire’s short-range gaze and fails an Intellect
defense roll is stunned, losing their next turn. During
subsequent rounds, the affected target does not forcibly
resist the vampire (other than attempting another
Intellect defense roll to break free), and the vampire can
suggest actions to the target (including allowing the
vampire to feed upon them).
Gifts of Immortality: A vampire usually also has at
least one Vampire Gift.
62
VAMPIRES | HORROR
VAMPIRE-HUNTING TECHNIQUES
Using one or more of the following stratagems may lead to a successful hunt.
Wooden Stake: This weapon inflicts 25 points Special Weapon or Spell: A weapon or spell with
of damage, effectively destroying an unarmored magical enchantments specifically targeting vampires,
vampire in one blow if the attack succeeds. However, or something similar, deals normal damage to the
if the vampire is aware of it and able to move, this vampire.
attack is hindered as the vampire desperately evades Fire or Holy Water: Vampires burn with the
(which also hinders their next action because they’re application of fire or holy water (usually taking
trying extra hard to avoid the mortal threat the stake 4 points per application/round exposed). If not
represents). destroyed, a vampire regains all health lost to fire or
Blood Dependence: If a vampire can be trapped so holy water damage within a day.
they are unable to feed for six days, they are hindered Running Water: Complete immersion inflicts 10
on all tasks; after nine days they can take no other points of damage per round. If not destroyed, the
actions than attempt to feed (on a helpless creature), vampire that escapes the water can use an action to
and after twelve days they fall into a coma-like state regain all health lost in this way.
that only blood can revive them from. Sunlight: Exposure to sunlight inflicts 10 points
of damage per round. If not destroyed, the vampire
regains all health lost to exposure within a day.
VAMPIRE AVERSIONS
Certain situations and substances—“aversions”— bother some vampires (though they affect Adventure Seed: The
vampires less than the weaknesses that vampire hunters have weaponized). If a vampire vintage cloak and hat
(or other garments and
comes within immediate range of the particular aversion they suffer from, the vampire’s accessories) purchased in
tasks are hindered until the cause of the aversion is dispatched or otherwise dealt with. the used clothing shop turn
out to belong to a vampire
d6 Aversions who wants them back.
1 Need to count like objects (like spilled rice or seeds)
2 Holy symbol, prayer, or religious icon
3 Not having been invited inside a home
4 Garlic GM intrusion: The
character finds something
5 Mirrors or silver that looks suspiciously
6 Daytime (but the vampire remains awake inside or underground instead of “sleeping”) like vampire bite marks
on their own neck.
VAMPIRE GIFTS
Vampires have at least one of the following abilities. Vampire lords have at least two, and Vampire lord: level 9;
transitional vampires have none. climbing, stealth, and
perception as level 10;
Speed defense as level 10;
Change Shape: The vampire changes Mist Shape: The vampire becomes mist health 40; Armor 2;
into a bat, wolf, or swarm of rats (or bats). or shadow, in which shape they can’t be all the powers and
Alternatively, the vampire can present harmed by anything (but also can’t affect weaknesses of a regular
vampire, plus one or two
themselves as a completely normal the physical world). As mist or shadow, more Vampire Gifts
human. The transformation does not the vampire can fly up to a short distance
change the vampire’s stats (other than each round.
potentially giving the vampire a flying Confer Vampirism: If left alone with a Vampire, transitional:
movement of a long range each round). helpless target (or recently dead target) level 3; all the powers and
weaknesses of a regular
Regeneration: If the vampire’s body for at least three rounds, the vampire vampire except they
is mostly intact, one minute after their confers their curse, creating a transitional can withstand sunlight
“death” they regain animation and health, vampire that obeys their creator. but have no vampire
but their maximum health is reduced by powers or resilience by
day and no Vampire Gift
2 points.
63
CYPHER SYSTEM BESTIARY
WEREBEASTS
Humans doomed to transform into animals, werebeasts are governed by impulse and driven to hunt their closest
friends and family before moving on to other prey.
In human form,
werebeasts are usually
level 2 humans.
WEREBEAST NAMES
A “transformed” Werebeasts usually have human names
werebeast is one that appropriate to the setting and time period,
appears either as a huge
creature, or a huge
such as:
human/creature hybrid.
Embry, Lucian, Rusty, Frankie, Beau,
Dash, Teddy, Libby, Max, Hunter,
Luna, Ari, Barry, Dot, Kira, Finley, Rex,
Adventure Seed: Beasts Juniper, Boris, Lowell, Tala, Morgan
are preying on families
in a small town. When
hunters follow their
trail into the woods,
the beast tracks turn
to human footprints.
64
WEREBEASTS | HORROR
WEREWOLF 4 (12)
Werewolves hunt alone or in packs in big cities or almost-empty moorlands. They prefer GM intrusion: The character
notices dark fur growing on their
weakened or inebriated prey, bringing them down with a bite to the throat. body where none was before.
WEREFOX 4 (12)
Covered in ragged patches of twining fur, transformed werefoxes are human-sized, voracious GM intrusion: After
nightmares that hunt hillsides and forests. They can take hybrid or fully fox-like forms. an encounter with a
werefox in their fox form,
the smell lingers on a
character’s clothing
Health: 18 Camouflage: The werefox blends into and hair, hindering
Damage Inflicted: 4 points their surroundings and can attempt to any social tasks until
they’re able to bathe.
Movement: Short; long in fox form hide even if in full view of other creatures.
Modifications: Attacks and Speed defense
as level 5 while transformed; perception
and stealth as level 6
Combat: A transformed werefox bites.
A transformed werefox also has one or
more of the following traits.
Disembowel: The target damaged
by the transformed werefox’s
bite must succeed on a Might
defense roll, or the bite exposes
a section of the target’s belly,
and they fall one step on the
damage track.
Noxious Fumes: Characters
within immediate range of a transformed
werefox in their fox form must succeed
on a Might defense roll each round they
remain within immediate range of a
werefox or else sustain 1 point of ambient
damage that round. A successful save
renders a character immune to the effect
for one day.
65
CYPHER SYSTEM BESTIARY
WERELION 6 (18)
GM intrusion: A werelion
unleashes a deafening roar. Standing 13 feet (4 m) tall while transformed,
Characters within a short distance werelions are fast enough (over short stretches) to
must make a Might defense roll chase down vehicles traveling lonesome highways
or be partially deafened until
by night (and large enough to overturn them). They
their next 10-hour recovery roll,
hindering tasks related to hearing. can take hybrid or fully lion-like forms.
Health: 27
Damage Inflicted: 6 points
Movement: Long in lion form
Modifications: Speed defense as level 5 due to size; initiative as
level 7
Combat: A transformed werelion claws twice each round.
A transformed werelion also has one or more of the following traits.
Sprint: Once every minute, the werelion can move for a very long
distance on their turn and make one attack.
Bite: The werelion’s bite ignores up to 3 points of Armor. If the
werelion bites a mundane object (such as a vehicle’s roof), they
automatically destroy the object if it is level 7 or lower.
Tenacious: While transformed, a werelion regains 2 points
of health per round.
WERESHARK 6 (18)
GM intrusion: A A horrific fusion of human and shark when transformed, the 15-foot (4.5 m) tall wereshark
character is grabbed in is equally deadly on land and in the water.
a wereshark’s maw and
pulled into deep water.
Health: 33
Damage Inflicted: 10 points
Movement: Short; swims a long distance each round
Combat: A transformed wereshark bites.
A transformed wereshark also has one or more of the
following traits.
Toothed Torpedo: Once every few hours, the
wereshark can swim for a very long distance on
their turn and make one attack.
No Fear: Weresharks are impossible to frighten
and will fight to the last.
Clamping Bite: When a target takes damage
from a bite, they must also succeed on a Speed
defense roll, or one of their limbs is clamped in the
wereshark’s mouth, and they take damage each
round they are caught until they can escape with a
successful Might roll as their action.
66
WEREBEASTS | HORROR
WERESPIDER 5 (15)
Werespider transformations are particularly horrifying. New limbs and eyes emerge from GM intrusion: A
their bodies, accompanied by the crunch and crackle of a forming exoskeleton, creating a character entering
a darkened room
hybrid, human-sized monstrosity of legs, eyes, and mandibles. walks directly into a
werespider’s sticky web.
d6 Origin d6 Origin
1 Heritable trait (that may have skipped 1 Rare tide
generations) 2 Unexpected pain, such as a stubbed toe, or damage
2 Bitten by the same kind of werebeast 3 Taking an amount of damage that would normally kill them
3 Cursed 4 Intoxication
4 Summoning ritual gone wrong 5 The sound of an approaching storm
5 Inherited trinket that keeps reappearing 6 Entering a holy place
6 Intentionally, by seeking arcane knowledge
67
CYPHER SYSTEM BESTIARY
Inhabited by a malevolent spirit, animate dolls, puppets, and similar playthings may seem
only unsettling at first, until they strike.
68
KILLER TOYS | HORROR
69
CYPHER SYSTEM BESTIARY
Part 3:
Fairy Tale
70
PART 3 | fairy tale
WHIMSICAL ELEMENTS
d20 Whimsy
1 The pets/wildlife/crockery start to talk 11 Forest of speaking trees
2 A wish is granted, but not as expected 12 Magic cookies temporarily transform
3 Heir to the land is trapped in animal or children to adults and vice versa
mineral form 13 Magic car/carpet that flies
4 House is made of bacon 14 Maze composed of butterflies/baked
5 Hat/closet/VR goggles lead to a goods/water
magical land 15 Talking teacup/spoon/mug reads
6 Kind and friendly (as opposed to evil) fortunes
witch 16 Grandfather clock/pocket watch allows
7 House built on the back of huge cat/ travel back in time
dog/ostrich 17 Hat gives life to inanimate things while
8 Magical sword/apple/talisman must it’s placed on them
be obtained 18 Garden of giggling, singing flowers
9 Potion that shrinks/grows/transports 19 Dragonfly big enough to give rides
drinker to a magical land 20 Moon sometimes looks down and talks
10 Befriended by a faerie/crafted creature/ to people Killer toys, page 68
killer toy
71
CYPHER SYSTEM BESTIARY
OUTLAWS 5 (15)
Adventure Seed: The Feared by the rich and powerful, loved by those who toil in servitude, outlaws work to bring
PCs are hired by a noble down a system they believe is unjust.
to take down a nearby
“bandit.” The PCs later
learn it is the noble
who’s in the wrong. Health: 22
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Stealth, persuasion,
and deception as level 6; initiative,
hunting, and navigating the
wilderness as level 7
Combat: An outlaw is a master of
sword and bow, attacking twice
each round with one or the other.
An outlaw, while acting on the side of
right, could also attempt a Worthy
Maneuver or two.
72
OUTLAWS | fairy tale
WORTHY MANEUVERS
An outlaw acting on the side of right could attempt one or two of the following maneuvers.
Swing into Action: Hidden from sight in the crown Trick: The outlaw tells a bald-faced lie about the
of tall trees or on a building’s roof, the outlaw swings situation, attempting to trick their foe into believing
from a rope or forest vine from up to a long distance that it might be safe to walk out on the rickety bridge,
away. As part of the same action, they gain an eased that the outlaw is surrendering, or something else
surprise attack that inflicts an additional 3 points of that would put the foe in a worse position. Characters
damage (9 points of damage total). who fail an Intellect defense roll believe the ruse on
Snaring Shot: The outlaw who succeeds on their their next action and act accordingly.
ranged bow or crossbow attack deals no damage Abscond: The outlaw who succeeds on their attack
but instead pins a foe in place by putting an arrow deals no damage. Instead, they cut a rope holding a
through a fold of clothing or boot and a ground bridge or tent, startle an animal, throw mud in the
or wall. The target can’t move and is hindered on eye of a foe, or something else that shifts attention.
physical tasks until they can escape with a successful Characters who fail a difficulty 7 perception task
Might roll as their action. discover that the outlaw and their cheerful followers
Acquiring Strike: The outlaw who succeeds on their have escaped clean away.
melee attack deals no damage but instead knocks a
foe’s weapon from their hand, which the outlaw grabs Adventure Seed: The
with their free hand, or alternately, deflects into the captured PCs are released
by an outlaw, who then
hands of a follower. asks the PCs to join
them in their attack.
OUTLAW NAMES
An outlaw gains a mythic reputation if they help enough people. Whether an assumed
name or actual, their name often gives hope to the common people. Options include:
Rowan Hood, Whiskers in Boots, Peregrine Pan, Lady of Blades, Golden GM intrusion: The
Boy, Wildwood Caller, Wendy Starlight, Raven Cloak, Catty Heart, character’s attack
didn’t actually hit; the
Redtail John, Shadowbright, Silverglove, Serafina Gladerunner, Rowland outlaw stands aside
Sherwood, Percival Hood, Reynard in Gloves, Glenda the Grin and reveals the weapon
stuck in a wall or stump.
Pulling it free requires a
CHEERFUL FOLLOWERS successful Might roll.
Every outlaw has a band of friends that supports their unlawful ventures. Choose or roll for
two or three encountered along with the outlaw.
73
CYPHER SYSTEM BESTIARY
FAERIES 3 (9)
Tiny winged humanoids, faeries are associated with tricks, taunts, and mirth. But not all
faeries are kind.
GM intrusion: The
character does something Health: 12 Modifications: Speed defense as level 5
to offend the helpful Damage Inflicted: 4 points due to size and quickness; performance,
faerie, who reacts angrily. Movement: Immediate; long when flying illusion, and deception as level 5
Combat: A faerie’s miniature bladed
Adventure Seed: The
characters come upon weapon—dagger, sword, spear, or
an injured faerie, who short‑range bow—may be small, but the
promises to grant them attack deals real damage.
their deepest wish if they
Faeries also have access to one or more
agree to help defeat an
evil giant. Does the faerie Faerie Tricks, though they may also suffer
speak true, or is it a trap? from a Faerie Weakness.
74
FAERIES | fairy tale
FAERIE VARIETIES
Faeries come in dazzling variety, including the following options, which include a seeming, an additional ability,
and an attitude.
Feathered: Sings a song that causes all creatures in Furred: Can communicate with animals and
short range to fall into a deep sleep on a failed Might summon four animals (up to level 3) for help and
defense roll for one minute; aloof. protection; hungry.
Leaf-Winged: Hurls a burning acorn a long distance, Translucent: Can see the past or the future, or into
inflicting 6 points of damage from fire to everyone alternate dimension, or grants this ability as a “gift”
in an immediate area that fails a Speed defense roll; that lasts one day; mystifying.
protective. Moth-Like: Summons a swarm of stinging moths
Sculpted of Coal: Faerie’s magic dust attack is coal (level 3) for aid; drawn to the “nectar” of mortal
dust with the ancillary effect of causing a target to blood; predatory.
violently choke for one minute (during which time Tangled in Wires: Faerie’s magic dust attack is
they can do nothing else), or until they succeed on a charged with electricity, causing an equal amount
Might roll as their action; insular. of Speed damage (ignores Armor) with a successful
Crystalline: On failed Intellect defense roll, target attack; malicious.
in immediate range loses one magic item (cypher) Scaled: Can transform into a bear-like beast with
as the faerie feeds on its essence, granting the faerie iridescent scales instead of fur (level 6; regains 3
health equal to the cypher’s level; drowsy. health per turn) for up to one minute, or until their
weakness is used against them; seeks vengeance.
FAERIE TRICKS
A given faerie may know one or more of the following tricks.
Magic Dust: The faerie makes a short-range magic Illusion: The faerie creates a convincing illusion
dust attack that inflicts 4 points of Intellect damage rendering the faerie invisible or making them and
(ignores Armor). their surroundings within long range appear more
Dust Reaction: If the faerie is struck by an attack; magic appealing and beautiful. Those with a reason to
dust (as above) attacks all creatures next to the faerie. disbelieve see through the illusion with a successful
Charm: The faerie sings a charming song. A target difficulty 5 Intellect roll as their action, but on a failed
within short range falls into a suggestible state for roll, the viewer takes 1 point of Intellect damage
one hour on a failed Intellect defense roll. During (ignores Armor).
this period, the target can be led by the faerie until Vortex: The faerie creates a vortex with their wings.
attacked, damaged, or shaken from their glamour. The resulting wind pushes foes within immediate
Heal: The faerie restores 5 health (or Pool points) range back a short distance and inflicts 2 points of
to themself, an animated plant, a creature, or a damage on a failed Might defense roll.
character.
75
CYPHER SYSTEM BESTIARY
SATYRS 5 (15)
These muscular humanoids are self-centered, greedy, and self-indulgent, dedicated to food,
drink, and other pleasures.
GM intrusion: The
satyr’s paramour (level 4)
shows up and pleads for
the character to have
mercy on the scoundrel.
GM intrusion: The
character’s attack is deflected
by the satyr’s horns and the
character is disarmed of their
melee weapon, which clatters
to the floor behind the satyr.
76
SATYRS | fairy tale
SATYR TRICKS
Satyr guile is magically enabled by their pipes, or through a series of elaborate lies meant to Price categories,
part the credulous with their goods, their dignity, or both, including: page 202
Note of Knowing: The satyr plays a sweet note, and, Con of the Treasure Map: The satyr displays a few
for one minute, hears the surface thoughts of a target pieces of “ancient dwarven treasure” they claim
within short range that fails an Intellect defense roll. to have acquired from a ruin where dwarves once
The target isn’t necessarily aware of the intrusion. dwelled. The satyr offers to sell the map to that
Con of the Gold Minter: The satyr takes the character location for 200 coins. The map leads nowhere but an
“into strict confidence” to show them a magical box empty dale, or perhaps to treacherous cliff.
they say produces 20 gold coins a day (equal to a Song of Suggestion: The satyr plays an engaging
moderately priced item). Thanks to the satyr’s magic stanza, then suggests a course of action to a target
and trickery, it seems to work. The satyr offers to sell within short range (no more than once per hour). On a
the magic box for 200 coins (equal to an expensive failed Intellect defense roll, the target takes the action
item) because they need a big sum quickly. Later, the on their next turn. The target’s defense roll is eased if
box is revealed to be a worthless prop. the suggestion would cause direct harm to the target
or the target’s allies.
SATYR LOOT
In addition to several coins equal to a moderately priced item, a satyr often carries one or two magical items
(cyphers). Options include the following.
d6 Magical Item (Cypher) 4 Faerie wing (level 6): Shrinks user to 2 inches (5 cm) in
1 Decanter (level 4): Pours out 5 gallons (19 l) of delicious height for one hour.
and potent wine. 5 Gold glove (level 5): User’s touch turns small objects to
2 Comb (level 5): Confers two assets to user’s persuasion gold; after one day, objects and glove dissolve.
and deception tasks for one hour. 6 Silvery eye (level 8): User can control and see through
3 Dog figurine (level 4): Creates a dog-like companion a flying eye (moves a long distance each round) for one
that assists user for one day. day.
SATYR NAMES
Satyr names either evoke the land of their birth or are playful nicknames they adopt for amusement, or to see if they
can get away with it, including:
Panthris, Apollo, Ramblehoof, Miliketh, Sylvana, Calliope, Puck, Goldenhoof, Lyrico, Windtail, Oberona,
Arias, Fauneth, Seraphin, Perci, Silverhorn, Rhapsody, Lumina, Embersong, Panacea, Rhyth, Echo, Jon Piper,
Peridot, Melirosa, Billy, Serenadus, Imbiberosa, Sylph in the Sheets, Harmony, One True Bard, Jane o’ Dale
77
CYPHER SYSTEM BESTIARY
PIRATES 2 (6)
Health: 6
Damage Inflicted: 3 points
Armor: 1
Movement: Short
Modifications: Deception, perception, navigation, and
tasks related to ship upkeep as level 4
Combat: Pirates attack with knives, cutlasses, and
sometimes single long-range shots with flintlock
pistols.
Pirates may also engage in a range of additional tactics and
attacks, including:
Coordinated Attack: Three pirates fighting together can make a
single level 5 melee attack that inflicts 5 points of damage.
Coordinated Capture: Three pirates coordinating together
can deploy a net as a level 5 melee attack, rendering a
target who fails a Speed defense roll helpless until
they can escape with a successful level 5 Might task
(hindered) as their action.
Blunderbuss: The pirate produces a
one-shot blunderbuss, making a level
5 short-range attack targeting all
creatures in an immediate adjacent
area, dealing 5 points of damage to
each that fails a Speed defense roll.
Swashbuckler: The pirate is a
swashbuckler, attacking with two
level 4 cutlass attacks as their action,
inflicting 4 points of damage with each.
Magical Attack: The pirate picked up an
enchanted object (cypher) on a previous raid,
such as a bag of sleeping dust, which the pirate throws
into in an adjacent area an immediate distance across,
causing all creatures in the area who fail a level 5
Might defense roll to fall asleep for up to a minute.
PIRATE NAMES
A pirate goes by their given name, or some combination of that and what their mates call them. Options include:
Blades, Benji Hawkins, Josiah Fishmouth, Sara Sass, Needles, Jackie the Boot, Tom Lickspittle, Shaggy Joe,
Phoebe Gull, Blind Cyrus, Eleanor Crab, Three-Eyed Jude, Dire Alice, Oliver Wott, Clementine, Joseph Starfinder,
Lucy Nevershore, Hale Graham, Clementine, Blabbermouth Ted, Mabel Harkness, Rotten Henry, Greasebeard Jim
78
CYPHER SYSTEM BESTIARY
PIRATE SHIPS
Many pirate ships sail the seas, including the following.
SHIP-TO-SHIP COMBAT
While PCs fight pirates on deck or
below—after being boarded or doing
some boarding of their own—It’s possible
the opposing ships may also fire one
each other. If so, refer to the vehicular
movement and vehicular combat rules
from the Cypher System Rulebook.
Vehicular Movement,
page 230
Vehicular Combat,
page 230
79 View as Spread
PIRATE CAPTAINS 5 (15)
Pirates may also be Some pirates rise above their fellow crew to gain command. The loyalty a pirate captain
encountered in any number enjoys stems from the awe and fear the crew have for their captain, plus the size and
of port towns where pirate
ships dock, though with
frequency of shares to the crew of booty from captured ships. The lack of the latter
their pirate flags lowered. sometimes overshadows the former, risking mutiny.
Health: 24
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Tasks related to command, persuasion,
deception, and running a ship as level 7
Combat: A pirate captain attacks twice with their cutlass or
their two-shot long-range flintlock, or once with each.
Some captains have obtained mythical pirate booty that is
potentially useful in combat.
Individual captains may also avail themselves of one of the
following tactics:
Avast, Me Hearties: The pirate captain only attacks
once this round but issues a command to
all allied pirates who can hear, immediately
granting each an attack action, even if they’ve
already attacked this round.
Hoist the Colors: The pirate captain only
attacks once this round but issues a
command that causes nearby pirates to
raise a banner, pirate flag, or similar
device. All allied pirates who see it
regain 3 health, and their attacks and
defenses are eased for one minute.
To Arms, Ye Scurvy Dogs: The pirate
captain only attacks once this round
but issues a command to all allied
pirates who can hear, granting each +2 points
of damage with their attacks for one minute.
Send ‘em to Davy Jones’ Locker: The pirate captain only
attacks once this round but issues a command to all
allied pirates who can hear, immediately granting each
an action, which is to push/toss/force foes who fail a
Might defense roll overboard into the cold chop of the sea.
The Brigadier, Ironheeled Eleanor, Long Ben, Firebeard, Bellamy the Sinner, Captain
Charlotte, The Sea King, Nathanial Kraken, The Terror, Captain Flint Mako, Radha the
Red, Pandora, Ryland the Undrowned, Yara the Nightwitch, Captain Vanquish
80
PIRATES | fairy tale
d20 Distinction
1 Wears a lion-skin cape with lion‑head hood 11 Followed around by a seal in an eyepatch
2 Smells of cinnamon oil and burnt gunpowder 12 Muscle-bound; sports knife-through-heart tattoo
3 One eye glows with silver light 13 Beard is a wooden prosthetic
4 Can’t go a day without being struck by lightning 14 Always shucking and eating clams/oysters
5 Seems to be a talking lemur in pirate clothes 15 One peg leg always tries to take root
6 Speaks eloquently with perfect diction 16 Wears a live rat strapped to head as a hat
7 Talking blue-shelled crab on shoulder 17 Wields a cutlass that whistles and glows
8 Set of wooden teeth capped with ivory 18 Their swearing peels splinters from the deck
9 Always strumming on a lute 19 Wears a spherical diving helmet at all times
10 Monstrously drunk; sobers up quick in a fight 20 Never misses opportunity to mention they were once
a “lost boy”
81
CYPHER SYSTEM BESTIARY
UNICORNS 5 (15)
These majestic equines sport single spiraling horns on their foreheads. They symbolize
purity, grace, and magic. But not all are kindhearted. A few are nightmarish.
GM intrusion: A hostile
unicorn makes a teleport
charge against the character,
ignoring any cover or
obstacles and easing the
attack by three steps.
82
UNICORNS | fairy tale
UNICORN VARIETIES
No two unicorns are the same, though only a handful are truly evil. The following options
include a descriptive element and an additional ability.
Glowing Silver Coat: Ends an ongoing Luminous Jade Coat: Willingly serves as
magical effect of up to level 8 once per mount and/or courser for rider judged GM intrusion: The
day by touching horn to an enchanted worthy; the unicorn can make a separate unicorn tells the character
they are unworthy of
area, a magic item, or other manifestation attack with their horn when the rider the unicorn’s help.
of magic. If attempting to dispel magic attacks or takes another action, or they
created by a PC, the PC gains an Intellect can ease a rider’s melee attacks or Speed
defense roll to resist the effect. If the defense instead.
unicorn wishes, they can destroy magic Light-Devouring Coat: Presence turns
items (both cyphers and artifacts) with bright light dim; the unicorn’s horn drains
this touch. life, inflicting 5 points of Speed damage
Rose-Braided Mane: Rosy glow from (ignores Armor) per hit.
horn induces creatures within short range Skeletal: Usually serves as a steed for a
to speak only the truth for one hour on a wraith; when damage is dealt, a splinter Wraiths, page 32
failed Intellect defense roll. from the horn remains in the wound,
Rainbow Aura: Brightening horn can dropping target one step on the damage
entrance a target within long range who track each day they fail a Might defense
fails an Intellect defense roll. An entranced roll—three successes clears the splinter,
target is calm and peaceful, taking no but if the target dies they rise as a wraith.
aggressive actions, for an hour unless Glowing Ember Coat: Fiery horn inflicts an
attacked or aggressively provoked, which additional 2 points of damage per attack.
snaps them out of their enchantment.
83
CYPHER SYSTEM BESTIARY
Health: 23
Damage Inflicted: 4 points
Movement: Flies a long distance each round
Combat: Attacks up to three times per round
at different targets within short range with
a violent gust, inflicting damage with a
successful attack and knocking prone
victims who fail a Might defense roll.
84
MAGICAL WINDS | fairy tale
INDIVIDUAL WINDS
There are magical winds, and then there are winds that almost everyone knows about. Or may soon.
HARMATTAN
Harmattan is a dry and dusty wind that brings cool and hazy conditions. He enjoys the Harmattan: As magical
company of others—other winds, and other people, often challenging them to games of wind, but can also cover an
area a very long distance
hide-and-seek. across in thick haze
When he’s not manifesting as a northeasterly trade wind, Harmattan appears as a youth
in simple garb with a staff carved of baobab wood.
WIND CHILD
The children of the wind cannot be measured in numbers, for they are here and there and Wind child: level 4;
everywhere. They are not born, so much as borne, by weather patterns, wishes, and wants. violent wind gust
attacks one character
Dust devils, gales, and zephyrs are all wind children. They are mischievous, precocious, and within short range
spoiled, but they know many things, having been all over the world. They may share what
they know in exchange for new secrets or knowledge.
Some wind children can change shape to become actual human children for short Some winds may
periods. When they do, it’s usually to visit a lonesome child or creature that they have call one or more air
elementals as allies.
befriended.
Air elemental, page 26
85
CYPHER SYSTEM BESTIARY
HUNTMASTERS 4 (12)
In fairy tales and other Especially notorious huntmasters serve the Queen or other powerful entity, using their
stories, huntmasters talents to hunt prey other than mere animals, even if doing so goes against an individual
have often been referred
to as huntsmen.
huntmaster’s moral code.
86
HUNTMASTERS | fairy tale
HUNTMASTER BOONS
Each huntmaster typically only has one boon, given to them by a powerful employer, lover, friend, or benefactor.
HUNTMASTER NAMES
Often, a huntmaster’s name isn’t shared with those who employ or utilize them, as huntmasters prefer to keep a
semblance of anonymity. However, all huntmasters have names, either given to them by others or taken for their
own. Some may echo the gods of old or call forth the huntmaster’s relationship to the natural word, including:
Kainda, Oakley, Orion, Grove, Humbert, Jagur, Actaeon, Brielle, Chace, Clay, Cyrene,
Eric, Artemas, Fianna, Fowler, Rigel, River, Theron, Zarola, Arawn
87
CYPHER SYSTEM BESTIARY
88
CRAFTED CREATURES | fairy tale
FABLED FOE
Is someone after the crafted creature? Options include:
CRAFTED YEARNING
What does the crafted creature want, if not (or in addition to) being a real flesh-and-blood being?
d6 Yearning
1 Find their maker and be reunited/have vengeance 4 Find a real purpose in the world/learn a skill
2 Become independent of their maker/owner (one way 5 Slay all flesh and blood creatures, starting with the PCs
or another) 6 Have children like them/start a new family line
3 Have real feelings rather than just simply pretending
89
CYPHER SYSTEM BESTIARY
WITCHES 5 (15)
Health: 21
Damage Inflicted:
5 points
Movement: Short; long if
flying (on broom or in
animal form)
Modifications: Speed
defense as level 6 due to
their familiar; deception,
disguise, and dark
knowledge as level 7
Combat: Witches use witchcraft
(a damaging, controlling, or
defensive spell) or a curse against
a foe; in a pinch, they may attack
with a staff or long curved blade.
A WITCH’S FAMILIAR
Most witches have a familiar, such as a cat,
an owl, a big snake, a raven, a rat, or some
other creature. Killing a witch’s familiar is
so shocking to a witch that their attacks and
Speed defense are hindered for a few days.
It’s also a way to ensure that the witch never
forgives their foe or grants them mercy.
90
WITCHES | fairy tale
WITCHCRAFT
A specific witch knows two or three spells, which they can cast as their action. Options include the following.
Hexbolt: A target within long range is attacked with Imprison: The witch creates a prison within long
fire, cold, or psychic bolts, as the witch chooses. range and captures a foe inside it as a single action.
Psychic bolts deal 3 points of Intellect damage The prison might be physical (a tower, a cage, a
(ignores Armor). trap, a binding around the body) or mental (they
Charm: Targets within short range who fail an can’t move, their muscles are no longer under their
Intellect defense roll become the witch’s allies (no control, they are afraid to move). Resisting being
more than once each minute). Affected targets turn caught is a level 5 defense task (Might, Speed, or
on their allies or take some other action described Intellect, depending on the type of imprisonment). If
by the witch. The charm lasts for one minute or until a character is caught, breaking free is a level 5 task (of
a target succeeds on an Intellect defense roll; each the appropriate stat) which requires an action.
time they fail a roll, the next roll is hindered by one Protect: The witch places a confinement spell to
additional step. keep someone from going in or out of a location,
Glamour: The witch creates an illusion so that building, or room for 10 days. Those who attempt to
they look like someone else (no more than once per pass through the spell but fail an Intellect defense roll
day), appear to be a tree or a bird, or even become take 3 points of Intellect damage (ignores Armor) and
invisible. Seeing through the glamour is an Intellect are knocked back.
task. A failed attempt inflicts 2 points of Intellect Revive: This rare and costly ability allows a witch to
damage. Once a character sees through the glamour, bring someone back to life if they haven’t been dead
they cannot unsee it. for more than a year. In order to accomplish this,
Vitality: The witch regains 11 points of health and the witch needs all or part of the body of the dead,
gains +3 to Armor for one minute. Multiple uses a beloved object of the dead’s, and the willingness
don’t further improve Armor. of someone else to take on a curse that results from
Shrivel: A target within long range and up to two the magical working (roll on the Curse Effects table
creatures next to them must succeed on a Might to determine the resulting curse). Revive takes ten
defense roll or take 3 points of Speed damage minutes to cast, and the character returns to life with
(ignores Armor). In each subsequent round, a target 1 point in each of their Pools (or 3 points of health).
who failed the previous roll must make another Might Seduce: Creatures within short range who fail an
defense roll, with the same outcome on failure. Intellect defense roll become enamored of the witch.
Heal Another: The witch touches another creature Resisting the witch’s persuasion attempt is hindered
and heals them for 6 points. Some witches must by two steps until the target succeeds on an Intellect
pull health from another living being in long range defense roll; each time they fail to resist a persuasion
to use this ability. Pulling health from a living being attempt, the witch’s next persuasion attempt is eased
inflicts the same amount damage on that being plus 1 by an additional step.
additional point.
91
CYPHER SYSTEM BESTIARY
GM intrusion: After WITCH TROVE
the character resists a A witch’s home contains a clutter of curious
witch’s curse, the witch
immediately tosses a
objects, potentially including:
hexbolt at them. If the
character is hit, the d10 Treasure
character is also cursed. 1 Bag of seeds (level 6 cypher):
grows a colossal plant specimen
(sunflower, tomato, bean) overnight
2 Scrying crystal (level 6 artifact;
depletion: 1 in 1d10): see and hear
specified target for up to one minute
3 Tome of witchcraft: contains two or
three spells the witch knows and a PC could
Optional Rule: learn if using the optional spellcasting rule
Spellcasting, page 259 4 Charm bag (level 5 cypher): user treats their
next action as if they had rolled a natural 20
Ghosts, page 44 5 Spirit Jar (level 6 cypher): releases a ghost
that the user can control for one minute
6 Elemental candle (level 6 cypher): controls an
Elementals, page 22 elemental while candle burns, up to ten hours
7 Magical tarot deck (level 6 artifact; depletion: 1-3 in 1d6): grants user a limited wish
8 Arcane calendar (level 6 artifact; depletion: 1 in 1d20): user grows 1d20 years younger
9 Dreamcatcher (level 5 artifact; depletion 1 in 1d6): target within immediate range becomes
caught like fly in spider’s web in dreamcatcher’s net until released or new creature caught
10 Broom (level 5 artifact; depletion: 1 in 1d10, check each day used): rider can fly a long
distance each round
92
WITCHES | fairy tale
CURSES
Curses negatively affect a target, operating slightly differently than effects conferred by Disease, page 219
many spells in the following ways:
Cursed Intrusions: While cursed, targets who Conferred by Touch: If the witch or an object they
receive a GM intrusion gain only 1 XP instead of 2 and cursed touches a target, the target is cursed on a
must decide whether to keep the lone XP or give it to failed Intellect defense roll.
another player. Independent Level: Curses are level 1d6 + 4, a level
Curse Mode: Every time cursed targets roll a 1 or a 2 independent of the casting witch.
(instead of just a 1), they trigger a GM intrusion. Every Difficult to Remove: Curses linger, like diseases; a
few days, GM intrusion range increases, so that it single recovery roll is not enough to remove them.
happens on a roll of 1 to 3, then a roll of 1 to 4, and so Instead, cursed targets must take special actions to
on. This potentially means that a die roll can indicate remove them, such as finding another witch to help,
success in a task and still trigger a GM intrusion. or convincing the original witch to lift the curse.
CURSE EFFECTS
A specific witch usually knows at least two curses. Come up with a curse unique to the situation or use the table to
inspire a curse. A specific curse might include two or more effects to create something unique.
ELDRITCH DESIGNS
Witches want what they want, and ill betide those who attempt to thwart them. Witches use their witchcraft and
curses to achieve their goals directly and by threat of use. Witch motives include the following:
93
CYPHER SYSTEM BESTIARY
MERMAIDS 4 (12)
Health: 15
Damage Inflicted: 5 points
Armor: 1
Movement: Short on land (if able to transform); long
in the water
Modifications: Swimming, deception, and
persuasion as level 6
Combat: A mermaid attacks with battering flukes
(their tails) or a trident, spear, or dagger.
Able to breathe on land and in water, mermaids’
skin is subject to drying; they take 1 extra point
of damage (ignores Armor) from any attack that
deals fire or heat damage.
GM intrusion: An A given mermaid may also have one or more of the
unexpected breaking wave following abilities, initiated as their action.
or strong current ruins the
character’s attack that would
Alluring Song: Anyone within long range who
have been successful. hears a mermaid’s song is enchanted on a failed
Intellect defense roll. If three or more mermaids
sing the same song, the defense roll is hindered
by two steps. An enchanted target can do nothing
but listen to the song while it sounds or, if the
mermaid wishes, follow the mermaid down into
the depths, heedless that they may drown.
Share Air: A mermaid can lend a creature the
ability to breathe and survive underwater for hours
Mermaids that lure humans at a time with a touch.
beneath the waves to eat Land Transformation: The mermaid exchanges
them either don’t Share Air
or use the ability only to lure
their tail for legs while on dry land if they wish.
people even deeper before Monstrous Transformation: The mermaid
revealing their true aim. exchanges their human seeming for that of a
maritime predator, such as a shark or orca, when
they wish.
Sea Witch: The mermaid knows one or more
Abyssal Hexes.
Harden Water: The mermaid hardens water until
it is as strong and durable as wood, taking about
an hour to make a spear or similar tool that lasts
for several days.
Merfolk Companion: The mermaid summons a
Merfolk: level 3, perception
as level 4 (in water); Armor 1; merfolk ally who arrives within the minute to help
trident, spear, or short-range out with whatever needs doing. (Merfolk are kin to
crossbow attack deals 4 mermaids but come from a different sea or world.)
points of damage; can swim
a short distance and still
attack once every 10 minutes
94
MERMAIDS | fairy tale
MERMAID NAMES
Mermaid names sometimes allude to the sea or have their BYCATCH CURSE
origin in myth. Options include: Mermaids are sometimes accidentally caught
by fishers (or purposefully by huntmasters
Mistral, Aiden, Melusine, Calypso, Ariel, Reef, Mazu, or pirates). Eating mermaid flesh results in a
Coraline, Blaze, Nerissa, Morvoren, Aquarelle, Calyx, Seria, curse (level 4). The cursed character gains no
Drift, Creed, Rusalka, Damon, Pearl, Finn, Whisper, Oceane, nutrition from food other than live leeches and
Isaline, Jax, Cove, Naida, Leonidas, Muriel, Slade, Kailani starves if they don’t indulge the impulse until
the curse is lifted.
ABYSSAL HEXES
Erudite mermaids may know one or more of the following level 4 hexes which they can cast as their action.
Drown: A target on land is dragged to the Waterspout: A water elemental forms and Water elemental, page 25
nearest source of water (even a basin or does the hex caster’s bidding for one hour.
mud puddle) on a failed Might defense roll Net: A target within long range is
and magically held under until they drown. bound in a conjured net on a failed Speed GM intrusion: The
A drowning target gains two more Might defense roll, rendering them helpless. The character is momentarily
stunned by the
defense rolls, about once each minute, to netted target can attempt a Might defense mermaid’s beauty,
escape the hex before they perish. roll each round to escape. losing their next turn.
Puncture: An object (such as a boat) Alter Weather: The mermaid makes a
within short range that is level 6 or lower limited alteration to the weather (stilling,
is holed, causing it to descend one step increasing, or dispersing wind and clouds
on the object damage track. A punctured in a very long area) by concentrating for Object damage track,
boat sinks within about a minute. several minutes. page 116
95
CYPHER SYSTEM BESTIARY
Part 4:
MODERN
L et’s be honest. Most modern tabletop RPGs
eventually end up including a fantastic element or
two. In such cases, the modern game starts normally
But, assuming it’s not actually the apocalypse, some
PCs go out of their way to explain things “rationally,”
so their characters don’t have their worldview changed.
enough before taking an esoteric detour, introducing Certainly, nonplayer characters (NPCs) will do so,
a horror or sci-fi element. Or it jerks into all-new whether asked for their opinion or not.
territory because the apocalypse comes, changing
everything overnight.
CREATURES
Crime bosses . . . . . . . . . . . . . . . . . . . . . . . 98
Hackers. . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Secret agents . . . . . . . . . . . . . . . . . . . . . . 104
Assassins . . . . . . . . . . . . . . . . . . . . . . . . . 106
Bounty hunters. . . . . . . . . . . . . . . . . . . . . 108
Detectives. . . . . . . . . . . . . . . . . . . . . . . . . 110
Billionaires . . . . . . . . . . . . . . . . . . . . . . . . . 112
RELATED CREATURES IN
OTHER SECTIONS
Serial killers. . . . . . . . . . . . . . . . . . . . . . . . . 48
Haunted houses. . . . . . . . . . . . . . . . . . . . . 58
Killer toys . . . . . . . . . . . . . . . . . . . . . . . . . . 68
AIs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Criminals. . . . . . . . . . . . . . . . . . . . . . . . . . 144
Cannibals . . . . . . . . . . . . . . . . . . . . . . . . . 162
Gunslingers . . . . . . . . . . . . . . . . . . . . . . . 182
Lawmen. . . . . . . . . . . . . . . . . . . . . . . . . . . 188
96
PART 4 | modern
97
CYPHER SYSTEM BESTIARY
98
CYPHER SYSTEM BESTIARY
CRIMINAL OPERATIONS AND ILLICIT VENTURES
Choose (or roll) two or more options for additional criminal activities for a crime boss.
Witches, page 90
Wizards, page 30
Giants, page 38
Demons, page 54 Crime bosses in a superhero genre where magic works would have the same access to
magical benefits as those in the fantasy genre, as well as potentially having one or two
Strong supervillains, strong supervillains on retainer. And access to technologically advanced cyphers.
page 148
99 View as Spread
LEGITIMATE BUSINESS FRONTS
Many criminal organizations run sham (or actual) businesses to hide their far more profitable illegal activities. Ideas
for sham businesses include the following.
Restaurant: Either a hole-in-the-wall, a catering Martial Arts Gym: Legitimate fighters might train
service, or a fine-dining establishment, possibly with here, but the gym also hosts all manner of illicit
names like: Bubblemania, Marzano’s Place, Olive meetings and drug deals in the back room. Such a
Branch Bistro, Cecilia’s Chowder House, Over the Moon place might be called: Iron Fist Academy, Shadow
Café, Lobster Shop, Lazy Oscars, Bite, The Matador. Warrior Training, Leading Edge Martial Arts, Phoenix
Art Gallery: A gallery with paintings and/or sculpture Gym, Tiger’s Eye Fighting Club, Lotus Dojo.
on display, ideal for money laundering, with names Warehouse: All kinds of things can be stored in a
like: Craft, Museum Creations, Enthusiasm, Fire, warehouse as long as it’s packed properly, and rent
Exotic Art, Simple Lines, Beauty. is paid in full. Warehouses usually don’t have names,
Recycling Center: Facility handles actual waste but just addresses.
makes bank in the illegal disposal of hazardous waste Security Consultants: What better place to hide
and in smuggling illicit and stolen goods. one’s criminal activities than behind a shop that offer
Antique Store: A shop containing all sorts of legitimate security services including alarms and
bric‑a‑brac as well as a few actual treasures would surveillance systems? Security firm names include:
also be a great front for trafficking stolen loot. Cybercops, Red Iron Consulting, Novastrong Services,
Potential names include: Days of Yore, Epic Antique, Strunk Security Group.
The Attic, Weird and Bizarre, Dead People’s Stuff,
The Vintage Shop.
100
CRIME BOSSES | modern
d10 Subordinates/Bodyguards/Lieutenants
1–2 Gunners (level 2; health 9; two long-range pistol attacks each inflict 4 points of damage)
3–4 Toughs (level 3; Armor 2; bats/chains/brass knuckles attack deals 4 points of damage)
5 Hatchet enforcers (level 3; Armor 1; two hatchet attacks each inflict 4 points of damage)
6 Bruiser (level 5; Armor 2; shotgun attack deals 7 points of damage to up to three targets in immediate range)
7 Fixer (level 4; stealth and initiative as level 7; first attack inflicts 8 points of damage)
8 IT worker (level 2; computer and internet-related tasks as level 6)
9 Doctor (level 2; healing, intimidation, and torture as level 6)
10 Ninja (level 3; Speed defense and attacks as level 5; sword inflicts 5 points of damage)
GM intrusion: A
CRIME BOSS NAMES subordinate or lieutenant
achieves a surprise ambush
A crime boss usually has a regular name and sometimes a nickname. As a crime boss against the character.
becomes more notorious, their name becomes something normal people and enemy
organizations fear. Options include the following:
d20 Valuable
1 Vermeer’s The Concert—considered the world’s most 11 Illicit drugs, including the kind of drug the crime
valuable stolen painting boss traffics in, but unadulterated
2 Stacks of cash in the form of large denomination 12 Surveillance screens displaying feeds from rival
bills in thick wads bound in bands criminals and law enforcement
3 Loose gemstones, such as diamonds or rubies, in 13 The Plan: the crime boss’s master plan for taking
black jewelers’ bags control and putting down all rivals
4 Forged passports and identification documents, and 14 Locations of safehouses and other emergency
possibly the means to quickly forge new ones fallback plans for going to ground
5 Photos of a CEO of a large company caught in a 15 Lists of previously blackmailed people, corrupt
compromising situation (blackmail) politicians, dirty cops, and those who owe a favor
6 Accounting files detailing all the illegal stuff the 16 A thumb drive containing obscene amounts of
crime boss is into on a thumb drive cryptocurrency in a digital wallet
7 Antiquities from a recently looted temple or holy site 17 Lists of passwords, a physical security key, and safe
on another continent combination codes to other vaults
8 Documents proving a senator was involved in 18 Photographs of the crime boss’s family and old
operating a Ponzi scheme (blackmail) friends, plus a few sentimental trinkets
9 Unregistered firearms, including one or more 19 Collectible watch—a Patek Philippe variety or
historically valuable weapons similar—worth millions
10 Stacks of fake currency; seems legit but it’s all 20 Rembrandt’s Landscape with Cottages, a rare painting
counterfeit stolen in 1972
101
CYPHER SYSTEM BESTIARY
HACKERS 4 (12)
“Pwn” means to “own” or
defeat a foe, originating Wielding code, a hacker infiltrates systems and “pwns” noobs, corporations, and
from a misspelling. governments alike. A hacker manipulates digital vulnerabilities, unlocking paths to
forbidden realms with a keystroke.
GM intrusion: The
character’s phone rings, then
explodes due to malware
planted by the hacker, Health: 12 Long-range assault rifle that inflicts 6
inflicting 7 points of damage.
Damage Inflicted: 2 points; see Combat points of damage; attacks as level 4
GM intrusion (group): Movement: Short Kevlar vest that grants +1 Armor
Three SWAT team members Modifications: Attacks and Speed defense Security drone with an immediate
(level 3; Armor 1; long-range as level 2 if unprepared; programming, range taser weapon that inflicts 3 points
rifle attacks deal 5 points of
digital infiltration, and repairing of damage to target not keyed into its
damage) arrive, targeting
the PCs thanks to a false computers as level 6 database and, on a failed Might defense
emergency report to law Combat: An unprepared hacker simpers roll, stuns the target so they lose their
enforcement by the hacker. and begs for mercy. But a hacker that next turn
An adventure featuring has time to prepare for a threat can use A backdoor pre-installed in a target’s
a hacker is about finding the internet to order up nearly anything digital equipment, causing it to fail,
and getting to them, not
for attacks and defense, including the transmit false information, or otherwise
the fight at the end—in
theory there is no fight at following. impair their foe
all, unless the hacker is
forewarned and forearmed.
102
HACKER | modern
Malware: The character has a short window to notice Phishing: The character receives a phone call or
and prevent (level 7 perception or programming task) email from a pleasant person introducing herself as
malicious software installing itself on their phone, Eveline Schue, a manager at the character’s bank.
laptop, or other electronic device. Once installed, the Eveline indicates there’s been an unauthorized
malware can steal data or passwords, spy, or take withdrawal of the character’s funds. The character is
remote control of the character’s equipment. directed to act immediately, by clicking on a link or
Identity Theft: The character may only discover after going to a website to deauthorize the transfer. (The
the fact that someone is pretending to be them, using act of “signing in” gives the phisher what they want,
information obtained about the character through which is the character’s sign-in credentials.)
a data breach, malware, or phishing. The hacker
then assumes their identity, takes out credit, obtains Eveline Schue: level 2;
loans, and otherwise tries to drain every asset the digital infiltration and
deceit as level 7
character possesses.
HACKER ALIASES
A hacker’s alias, also known as their screen name or handle, hides the hacker’s true identity.
The alias may also reflect some aspect of the hacker, or be an implicit threat. Hacker aliases Leetspeak, also known as
might include the following, some of which are rendered using “leetspeak.” “1337” is replacing letters
with visually similar
numbers or symbols to
Cipher, P4R0DY, Zero, Scorpion, QU4K3, Bytestalker, MafiaBoy, CRYP70N1C, create a stylized and
Gigabyte, Nakamoto, CR4Z3, B15H0P, SOLO, Rapture, Wasp, geohot, D4YDR34M, distinct form of text used
Override, Terminus, Dead Lord, Telfer, Defcon, eventhorizon, Bobby_Phisher by some hackers and other
online communities.
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CYPHER SYSTEM BESTIARY
Health: 15
Damage Inflicted: 5 points
Movement: Short
Modifications: Disguise, deception, and stealth as level 6
Combat: A secret agent typically attacks with a long-range
firearm.
A secret agent may also know one or more of the following
techniques useful in combat.
Disarm: The agent’s successful unarmed attack ends
with the agent holding the target’s weapon.
Choke Out: The agent’s successful unarmed attack ends
with a choke hold that immobilizes the target, inflicting 5
points of Speed damage (ignores Armor). The target has
one chance to escape with a Might roll as their action,
but if they fail, the agent renders the target unconscious
for one minute.
Evade Capture: The agent uses misdirection and
attempts to hide even if in plain view of a target. If
the target fails a difficulty 6 Intellect defense roll,
they lose track of the agent.
Deploy Gadget: Any secret agent gadgets
provided by the agent’s handlers could be
used in combat.
104
SECRET AGENTS | modern
d10 Gadget
1 Ring with hidden poisoned needle; deals 8 points of Speed damage
(ignores Armor)
2 Fake tooth filled with sleeping gas to blow into target’s face; causes ten-
minute slumber
3 Pen or glove that can be fired as a short-range handgun with nine rounds
5 Rocket shoes that give agent the ability to fly a long distance each round for
one minute
6 Vehicle that can also drive on water as easily as land
7 Vehicle that can rocket into the air and fly a very long distance each round for
one minute
8 Cufflinks that serve as a camera, data siphon, or in a pinch, a taser that
stuns a foe for one minute
9 Glasses that allow agent to see through briefcases, walls, clothing, and floors
10 Mask that looks real enough to disguise the agent as someone completely
different
105
CYPHER SYSTEM BESTIARY
ASSASSINS 6 (18)
Trained and elite killers, assassins take money for murder. They number among the most
Surprise, page 220
highly skilled murderers in the world.
Alternatively, a garrote
could be snipped with a
wire cutters, or loosened
with a successful
Speed-based roll.
GM intrusion: The
character loses their
next turn, stunned, after
recognizing the assassin as
the same murderer who
killed someone important
to them in the past.
106
ASSASSINS | modern
ASSASSIN TRICKS
Assassins may also employ one (or more) of the following to eliminate a mark.
Hidden Weapon: The assassin pulls out a previously Accidental Death: If the assassin gains the benefit
hidden weapon—such as a short-range throwing of Time to Prepare and has at least an hour alone
knife—and makes an immediate attack as part of with the mark’s remains, they can arrange things to
another action. seem like an accidental drowning, a hit-and-run, a
Improvised Weapon: The assassin uses a paper clip, workplace accident, or some similar plausible method
pen, coffee pot, or other nearby object as if it were a of death, hindering tasks by investigators to find clues
Hidden Weapon. of foul play.
Poison: The weapon was coated with poison, which, Betrayal: The assassin spends time associating with
in addition to dealing damage on a success, moves the mark in advance, so that the mark sees them as
the target one step down the damage track on a failed a friendly acquaintance or even a friend, granting the
Might defense roll. assassin the benefits of Time to Prepare.
Time to Prepare: If the assassin has had more than Compatriots: The assassin’s hand-selected
a month to plan their hit without being discovered or compatriots reveal themselves, hindering the mark’s
compromised, the first attack they make, in addition defenses, easing the assassin’s task, or otherwise
to gaining benefits due from surprise, deals an aiding the assassin.
additional 6 points of damage.
Compatriot: level 3
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CYPHER SYSTEM BESTIARY
Health: 15
Damage Inflicted: 4 points
Armor: 1
Movement: Short
Modifications: Tracking, surveillance, computers,
stealth, and disguise as level 6
Combat: A bounty hunter attacks twice with a retractable baton.
A particular bounty hunter may have one or more
additional traits.
Tranquilizer Rifle: The bounty hunter makes a single
long‑range attack that darts the target, dazing them so
all their tasks are hindered on their next turn. The target
must also succeed on a Might defense roll on their turn
or fall unconscious for about an hour (or until roused with
stimulant drugs).
Combat Cuffs: The bounty hunter makes a melee attack
with a set of spring-locking cuffs that cuffs the target to a
large nearby object, such as a bed post, door, car handle,
and so on. Escape requires using the key, or destroying the
cuffs or the object the cuffs lock onto.
Tracking Device: If a fugitive fails to perceive a bounty
hunter’s stealthy approach, the bounty hunter drops
a tracking device into the target’s pocket or bag,
or adheres one to their coat, vehicle, or other
possession. Later, the bounty hunter can track
down the target when they’re more vulnerable,
possibly when the target is sleeping or
otherwise compromised. Some tracking devices
allow the bounty hunter to overhear the target’s
conversations.
Sim Swap: With enough information and
social engineering, the bounty hunter gains
control of the target’s phone number, so all
phone messages and calls that would go to
the target instead go to the bounty hunter.
Back-Up: Rather than working alone, the
bounty hunter has Bounty Hunter Associates.
108
BOUNTY HUNTER | modern
Jang Ryung, Julia Burton, Steve “Boots” Armstrong, 1 Sleek, form-fitting dark suit
Bob Bhavsar, Stacey Newcomb, Joshua Pierce, 2 “Techwear” jacket, waterproof, lots of pockets for
Nishikawa “Cat” Duncan, Mickey Love, Leo Harvey, weapons and gadgets
Carl Siringo, Magda “Mama” Ziegler, Rey Sunder 3 AR glasses, leather jacket with fringe, oversize
belt buckle
4 Disguise: pizza delivery uniform branded with
recognizable pizza chain
BOUNTY HUNTERS 5 Denim jacket and jeans, cowboy hat, and aviator
IN THE WEIRD WEST sunglasses
A bounty hunter in a weird west setting might have a 6 Brown trench coat, scarf, and steel-toed boots
level 5 artifact (depletion: 1 in 1d20). 7 Disguise: road construction crew member with
Closed-Eye Charm: Hinders attempts to locate or reflective vest
identify the bounty hunter by 3 steps. 8 Black t-shirt with skull and crossbones, cargo pants
Looking Glass: Observe named target up to 50 miles with many pockets
(80 km) away for one minute. 9 Tank top shows off tattoo sleeve of kraken on one
Horse Figurine: Becomes real mount that moves a arm, flock of crows on other
very long distance each round for 10 hours. 10 Disguise: homeless person with tattered clothes, wig,
broken glasses
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CYPHER SYSTEM BESTIARY
DETECTIVES 3 (9)
Freelance sleuths or employed by the police,
detectives have an uncanny ability to notice
clues that others miss.
Health: 12
Damage Inflicted: 4 points
Movement: Short
Modifications: Perception, intuition, initiative, and
detecting falsehoods as level 6
Combat: A detective typically attacks with a
long‑range pistol.
Detectives may also employ one or more of the
following stratagems.
Find the Clue: The detective gleans an important
piece of information merely from
spending about a minute in an area
and/or the same amount of time
talking with PCs and/or NPCs and
observing their reactions, clothing, and so
on. The clue is usually significant enough
that following it up could lead to discovering
a related hidden truth.
Deduce Weakness: If a detective has had
any time to prepare for a conflict with a foe or
spends one round in combat studying a newly
encountered foe, the detective’s attacks are eased
against that foe.
Walking Stick: If the detective carries a walking
stick, it’s also a concealed weapon; when first
employed it allows the detective to strike a foe’s
weapon from the foe’s hand with a successful attack.
Thereafter, it grants the detective an asset on their
Speed defense.
See the Flaw: After a detective has traded blows
with a foe for a couple of rounds, they deduce an
exploitable weakness; their next attack is eased by
three steps, inflicts an additional 4 points of damage
(8 points of damage total), and, on a failed Might
defense roll, knocks the target one step down on the
damage track. A detective can typically only make this attack
once per encounter.
Get Away: The detective makes a false claim meant to
distract their foes, potentially as simple as “Oh my god,
what’s that?” On a failed difficulty 6 Intellect defense roll,
targets are distracted. If all the targets are distracted, the
detective uses the opportunity to slip away.
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DETECTIVES | modern
GM intrusion (group):
CLEVER DISGUISES The detective accuses
the character of a crime
If the detective needs to gather clues undercover, who do they pretend to be? so convincingly that
allies must succeed on
Delivery person in typical grey or brown uniform a difficulty 5 Intellect
A police detective (if not one), or part of a federal bureau defense roll or lose their
next turn wondering if it
Janitor, with mops, broom, and cleaning cart might actually be true.
Waitperson in a bustling restaurant where someone of interest eats
Person with ragged clothing clutching bottle in a paper bag
Street performer, such as a mimic
Technician (HVAC, IT, or other system) with fake work order
Adventure Seed: PCs are
asked to help a police
PLACE OF BUSINESS detective investigate
Looking for a detective? Office location options include: a series of mysterious
deaths at sea related to
a smuggling operation.
d6 Office
Unfortunately, the
1 5th floor of a 20-story skyscraper, dingy office that smells of cheese detective turns out to
2 Strip mall office next to dentist; sounds of faint drilling come through the walls be secretly on the take
from the smugglers.
3 Out of a sprinter van with office furnishings and extendable awning
4 Private two-story gothic home, office filled with books and oddities
5 Downtown office building next to a pet-supply store; dogs and owners wander outside
6 A desk in an open-plan office that’s part of a precinct police station
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CYPHER SYSTEM BESTIARY
BILLIONAIRES 5 (15)
Billionaires wield vast fortunes, influencing
industries and economies with their outsized
financial clout.
Health: 15
Damage Inflicted: 3 points
Movement: Short
Modifications: Attacks and Speed
defense as level 3
Combat: When possible, a billionaire
deals with combat in one of the
following ways.
Bodyguards: Most billionaires are always
within hailing distance of a group of two to five
bodyguards who defend their client to the death.
Self-Sacrificing: Billionaire bodyguards get
big bonuses (or big payouts for their families
in the event of their death) to go all out
shielding their client; nearby bodyguards
take as many attacks as they can for their
client, interposing themselves in front
of attacks that would otherwise strike
the billionaire. This effectively gives
the billionaire as much Armor as health
remains in their nearby bodyguards.
Willing to Pay: A billionaire has “more money
than god” and offers to pay a foe millions of
dollars to change sides, then and there, and
work on the billionaire’s behalf, starting with
immediately defending them. Someone offered
such a deal might have to succeed on a difficulty
5 Intellect defense roll to avoid losing their next
turn considering the offer, assuming the offer
isn’t something they accept right away.
Bodyguard: level 4;
Armor 2; long-range
firearm attack deals
6 points of damage
112
BILLIONAIRES | modern
d6 Attack
1 Hire influencers/bots to smear the character’s credibility, reputation, ethical standing, etc.
2 Freeze the character’s access to money by locking up their bank accounts, credit cards, etc.
3 File a series of lawsuits that are serious enough to ruin the character if not challenged
4 Hire detectives to dig up dirt on the character, or fabricate it, if necessary Detectives, page 110
5 Report the character as a credible threat to a local SWAT team
6 Assemble a group of hardened mercenaries to just take the character out Mercenary: level 4,
initiative as level 6;
Armor 2; long‑range
firearm attack deals
6 points of damage
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CYPHER SYSTEM BESTIARY
THE BILLION-DOLLAR LOOK
When money is no object, so is a billionaire’s look. Options include:
d10 Look
1 Minimal: Tailored black suit with crisp white shirt and white sneakers
2 Bold: A billowing red “statement” dress or suit with floral print
GM intrusion: The 3 Edgy: Black leather jacket, graphic tee, and ripped jeans
billionaire misunderstands
4 Impeccable: Navy-blue pinstripe suit, red silk tie, designer shoes
and takes offense
at something the 5 Chic: Black trousers, cashmere turtleneck, designer boots
character said. 6 Bohemian: Tie-dye shirt or maxi-dress, floppy hat
7 Athletic: Body courtesy of hours of personal trainer time each day
8 Athleisure: High-end grey-blue sweats with pricy orange sneakers
9 Casual: Distressed denim jacket over graphic tee, skinny jeans
10 Nerdy: Whatever was in the closet, with fraying blazer thrown over
GENRE PAIRINGS
A billionaire in a straight-up modern setting could be a contact, an ally, or most likely
an antagonist, especially if your PCs are planning a heist or are secret agents looking to
infiltrate the billionaire’s industry. Pairing billionaires with other genres provides additional
roleplaying opportunities, including the following specific examples.
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BILLIONAIRES | modern
OTHER ASSETS
Besides bank accounts and stock, billionaires accumulate physical valuables. Characters might be given one of
these items as a gift of appreciation, target one or more in a heist, or find them squirreled away in a billionaire
bunker. Each one’s value is equal to an exorbitant item.
Ancient Mayan relic: 5-foot diameter Exotic pet: Rhiannon, a genetically Exorbitant item,
bowl depicting the Bee God modified “perfect” ebony-hued elephant page 202
Ancient Egyptian relic: Gold and Historical document: A copy (?) of the
emerald inlaid sarcophagus known as the Magna Carta
“Jade Coffin” Rare book: The Codex of Leicester, Part 2
Vintage car: A 1936 Bugatti Type 57SD Land deed: Deed to a private island
Atlantic (only one or two exist) called Goat Island
Rare meteorite: The Wutai Meteorite, Vintage wine: A Château Lafite
found in the mountains near Wutai, made Rothschild 1789
of odd metal
115
CYPHER SYSTEM BESTIARY
PART 5:
SCIENCE FICTION
CREATURES
Robots. . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Space troopers. . . . . . . . . . . . . . . . . . . . . 122
Time travelers. . . . . . . . . . . . . . . . . . . . . . 124
Cyborgs. . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Aliens . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
AIs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Posthumans. . . . . . . . . . . . . . . . . . . . . . . 134
116
PART 5 | science fiction
SCI-FI SCENARIOS
If you’re looking for some basic science‑fiction For example, if people detect an alien signal asking
inspiration, use the following table to generate the seed for help, they may later encounter some of those aliens.
of a science-fiction scenario, then add in some fitting Alternatively, if cities, continents, or swathes of people
NPCs and/or creatures from this book. begin disappearing, survivors could eventually discover
the culprits are cosmic beings or strange folk.
SPECULATIVE ELEMENTS
d00 Speculation
01–02 Alien structures, millions of years old, are found on 50–52 Free energy devices offer salvation, but seem to
Mars come paired with horrific nightmares
03–04 Research into superconductors yields a substance 53–55 Civilization of plasma beings discovered living in
that warps time magnetic structures on the sun
05–07 Messages are received from entities hidden behind 56–57 Bounties are offered on people using life-extension
dimensional folds tech to live beyond their allotted 222 years
08–09 Bio-engineered robots are common in society; some 58–60 Time traveling refugees from the future arrive in the
may be self-aware present, having fled alien invasion
10–11 Comet threatens to wipe out higher life on Earth 61–62 Dreams of certain people remake reality every night,
12–14 Corporation offers gene-tweaking for unborn babies and hardly anyone realizes it
to make them “post-human” 63–65 Supervolcano threatens to erupt unless mission
15–16 Entertainment device plays snippets of user’s life if into core can divert it
different decisions had been made 66–67 All children born lately have blue skin and
17–18 Generation ship is breaking down halfway to vestigial wings
destination 68–70 Asteroid mining is big business in the solar system
19–21 Aliens send signal asking for help 71–72 Alien posing as a human tries to avoid authorities
22–23 Physics begins to break down as Earth comes into to find way back to their home
alignment with distant pulsar jet 73–75 Storms with purple lightning cause those caught in
24–25 Time travel portal opened to distant future where them to fall into comas
biosphere is different and humans devolved 76–77 Characters in AI-generated virtual worlds demand
26–28 Cities begin disappearing human rights
29–30 Living spacecraft yearns for a mate 78–80 Elite military brigade that received genetic upgrades
begins to hear alien thoughts
31–32 Military has invented a ray that knocks opponents
into closed time loops 82-83 Anti-intellectual movement threatens to topple
science (and civilization)
33–35 Uplifted squid steal spacecraft and head for outer
solar system 84–86 Rival corporations begin fighting small-scale
conflicts in space
36–37 After dogs wiped out in plague, people turn to
robotic and holographic dogs 87–90 Sun begins to dim for no immediately obvious
reason
38–40 Upon death, people’s memories can live on in
digital havens (and hellscapes) 91–93 The only survivors of Earth’s apocalypse are a group
of scientists based on the moon
41–43 Giant mirrors are built around Earth to reflect
excess heat 94–95 Faster-than-light space travel is discovered, but it’s
not yet reliable
44–46 Whale-sized organic creatures adapted to vacuum
detected around Saturn 96–98 A generation ship filled with mummified alien
corpses and who knows what else hits Earth
47–49 A 3.5-square-mile (9 sq km) fungus is revealed to
contain hosts of networked fungal intelligences 99–00 About eleven percent of the Earth’s population
disappears in the blink of an eye
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CYPHER SYSTEM BESTIARY
ROBOTS 3 (9)
Adventure Seed: A robot As made things, robots mimic, augment, and even exceed
is reported missing from human functions, especially in jobs humans deem too
their shift; PCs must track
it down and retire it.
mundane to stomach, or too dangerous for living
things to risk. Problem-solving, adaptable
robots challenge the divide between humans
and machines, though most humans only
notice when the robots revolt.
Health: 12
Damage Inflicted: 3 points
Armor: 2
Movement: Short
Modifications: Knowledge or physical skills appropriate to
their function as level 6
Combat: The robot batters a foe with a servomechanism
or bashes a foe by butting the target with their entire
metallic body.
Robots come in almost every form imaginable
depending on their function, giving robots a wide
variety of potential abilities, both for combat and for
maintaining the peace.
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CYPHER SYSTEM BESTIARY
Adventure Seed: A
companion robot, breaking
their programming, kills
OWNERS AND OTHER ROBOT ASSOCIATES
their owner. PCs must Robots are rarely encountered alone. Options for associates
determine why and how. include the following.
d6 Associate 4 Starship pilot: level 3,
1 Psychic paladin: level 6; space piloting as level 6;
GM intrusion: The Armor 2; attacks twice with long-range blaster attack
allied robot doesn’t know laser sword; long-range deals 5 points of damage
their own strength and telekinetic abilities 5 Band of musicians: level 2,
accidentally deals 2 points musical talent as level 6
2 Star trooper: level 4; Armor 3;
of damage to the character
with a squeeze, bump, long-range blaster attack 6 Psychic assassin: level 6,
or other interaction. 3 Merchant: level 2, tasks deception and stealth as
related to business of rare level 8; Armor 2; attacks
galactic antiquities as level 6 twice with laser whip
Health: 24 taking damage each round until the victim uses their
Damage Inflicted: 6 points action to escape with a successful Might task.
Armor: 3 Supervisor Mode: Some worker bots allow a
Movement: Immediate humanoid creature to strap themselves into a specially
Modifications: Knowledge appropriate to work as level 6; designed canopy, whereupon the robot acts under the
feats of strength (including lifting, hauling, and operator’s control. This effectively means the robot
bending) as level 7 acts as if the controller; however, the controller uses
Combat: A worker bot bashes foes with massive their own stats except as follows.
adjustable forklift-pincers. Some workers have • The controller gains +1 Armor but is restricted to the
additional options, including: worker bot’s movement.
Pincer Grab: The worker bot attacks with their forklift- • Whenever the character-controlled worker bot lifts
pincer. If they hit, they inflict damage and the target something heavy, smashes through a wall, or throws
must succeed on a Speed defense roll or become an object, the task is eased by three steps.
caught in one of the bot’s two pincers, automatically
Health: 12
Damage Inflicted: See Combat
Movement: Short
Modifications: Persuasion, childcare, and child psychology
as level 6; Speed defense as level 5 due to size
Combat: A nanny bot calls for help if their charge is
endangered, both vocally and electronically. Some
models have additional options, including the
following.
Saser: The nanny bot emits a short-range acoustic
laser attack, inflicting 4 points of damage.
Enhanced Protective Protocols: When activated by a
parent or owner, the nanny bot unzips and installs a
military-grade programming package as their action.
When complete, the nanny bot has the following
additional capabilities.
Health increases to 20 and the bot regains 1 point of lost Attacks—using a saser (a “sound laser”), a nearby
health each round from self-repair routines. weapon they acquire, and/or extendable claws—as
Tactics and military strategy as level 5. level 5, twice each round, inflicting 5 points of damage.
120
ROBOTS | science fiction
Health: 22
Damage Inflicted: 6 points
Armor: 3
Movement: Long
Modifications: Tactics and military strategy as level 5; machine
and robot repair as level 6; perception as level 7
Combat: An infantry bot comes standard with arm-deployable
guns, allowing them to attack twice on their turn. Other
options vary depending on the particular model, including
the following.
Immediate-range sleeping gas incapacitates breathing
creatures within immediate range that fail a Might defense
roll. Victims can attempt a new Might defense roll each
minute to revive.
Deployable shoulder-mounted rocket launcher can make a
very-long-range attack, inflicting 12 points of damage on every
creature in an immediate radius, or 3 points of damage even
on a successful Speed defense roll. An infantry bot usually only
caries 2 rockets.
Supervisor Mode: Some infantry bots allow a humanoid
creature to strap themselves into a specially designed canopy,
whereupon the robot acts under the operator’s control. This
effectively means the robot acts as if the controller; however, the
controller uses their own stats except as follows.
• The controller gains +2 Armor and can take advantage of the
infantry bot’s movement.
• Whenever the character-controlled infantry bot makes an
attack, the targeting task is eased by two steps.
ROBOT NAMES
Individual robotic units often have a specific identification designator, independent of
their function. Options include: GM intrusion: The robot
releases another robot:
a level 3 hovering drone
ECHO-Z, Kachitoma, Tiger, K-4D1, Professor, Becky, T-42, Sork, Asimov, (Speed defense as level
Jiba, Sanshiro-7, V*, Tetsujin, TRAC-E, Model R, Mecha Jane, Xaibo, 4; flies a short distance
Sentinel-7, Musician, Sebin-Q, Artie, GLIB-2000, Roboy, Gunner-12, each round) that begins
Astro, Ace, Merideth-1, Cess, MC11, Alpha Dot, True Tommy attacking the character.
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CYPHER SYSTEM BESTIARY
THE ESSENCE OF
SPACE TROOPERS
Space troopers project the power of
empires, merchant conglomerates, or
galactarchs on other planets, moons,
colonized asteroids, space stations, and
starcraft. As part of a highly trained military
unit, space troopers follow orders and
execute missions without mercy—or much
imagination—even if that mission is to wipe
out a rival. Space troopers that question
their orders are quickly dispatched by
their fellows.
122
SPACE TROOPERS | science fiction
SPACE TROOPER NAMES
Space troopers are often designated by their unit, a designation that is etched or digitally Adventure Seed: A
projected on the space trooper’s armor. Individual troopers are usually only tracked by fireteam of space
troopers are sent to
last name. Options include: eliminate the PCs or
someone the PCs know
Unit Names Trooper Surname on suspicion of being
Antares Lancers, Blackstar Rangers, Ursa Mancini, Escobar, Stephens, Husain, radical elements that
need to be dealt with.
Battalion, Cygnus Dagoons, Darkstar Colarelli, Higgins, Blanc, Modi,
Keepers, Orion Brigade, Solar Legion, Chun-Hei, Schulze, Yoshito, Zhukov, Firat,
Lunar Recon, Nova Unit, Omega Corps Hu, Ortez, Reynolds, Arante, Bevelhymer
A PC who succeeds on a
POWER ARMOR ADVANCED FUNCTIONS difficulty 8 Intellect task
to reprogram captured
Some space troopers enjoy one or two additional extra features built into their power power armor could use
armor, which they can usually trigger as part of another action. the suit as their own level
4 artifact (depletion: 1
Power Blade: A built-in sword-like melee Flamethrower: Wrist nozzles douse an in 1d6; check each time
wearer descends a step
weapon deploys, allowing the space adjacent immediate area in roaring flame, on the damage track).
trooper to attack twice each round. dealing damage to all targets in the area
Gun Drones: Two built-in drones who fail a Speed defense roll; those who
detach from their cradles set in the power succeed still take 3 points of damage.
armor, becoming separate gun drones Micro-Rockets: A flurry of rockets attack
(level 3) under the space trooper’s control every selected target in an adjacent short
that always stay next to the trooper. The area, dealing 10 points of damage to Adventure Seed: Space
drones can make very-long-range plasma those who fail a Speed defense roll. This troopers in silvery power
armor bearing no insignia
blast attacks that inflict 6 points of function can only be used once per day. have descended on the
damage each. If the space trooper and the Ablative Forcefield: An additional layer colony and taken control.
two drones attack together, they act as a composed of pure force reinforces the So far, no demands
single level 6 creature that deals 10 points power armor for one minute, providing have been issued.
of damage and moves the target one step 20 Armor that is reduced by 1 Armor per
down the damage track. The drones can point of damage dealt until it is gone.
only operate for a couple of rounds before This function can only be used once
returning to their cradles to recharge. per day.
d10 Customization
1 Bright (d6: 1-pink, 2-yellow, 3-purple, 4-blue, 5-red, 6-rainbow)
2 Bears image of (d6: 1-frog, 2-black hole, 3-scrumptious meal, 4-amorous lover, 5-dragon,
6-bear)
3 Glowing racing stripes and decals
4 Helmet resembles head of (d6: 1-bull, 2-cat, 3-dog, 4-octopus, 5-alien, 6-lion) GM intrusion: The
space trooper’s armor
5 Covered in graffiti has a one-use electrified
6 Features a detachable, flowing cape countermeasure, dealing
6 points of damage
7 Always accompanied by a medical robot (level 2, healing as level 6)
to the character who
8 Etched with quote from (d6: 1-military manual, 2-religious text, 3-popular comedy, just hit the trooper.
4-philosophy text, 5-starship pilot manual, 6-the space trooper’s commanding officer)
9 Bears animated image of (d6: 1-rain, 2-blowing grass, 3-rippling fur, 4-passing starfield,
5-storm, 6-nuclear detonations)
10 Retractable wings (on which the power armor’s ion jets are mounted)
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CYPHER SYSTEM BESTIARY
THE ESSENCE OF
TIME TRAVELERS
Those who purposefully voyage
through time—unlike those who travel
accidentally—run the gamut from
modern-era people with a reliable way
to slip through time, to agents who are
part of a temporal watchdog group based
downstream (the future), all the way to
those few who wield such advanced
technology they seem godlike. Why do they
do it? See Reasons They Time Travel table
for potential motivations.
124
TIME TRAVELERS | science fiction
Sigma Burns, Konishi Nori, Bran Dee, Coman Temporal Guard, TIME (Trustees of Infinite Moments
Saade, Larissa Nash, Melisent Fournier, Gaufrid and Eras), Time Divergence Authority, Chronocops,
Meier, Lilavati Borra, Valeriano Oscuro, Melody Chronological Enforcement, Loop Cutters, Federal
Row, Wang Sangwook, Kesi Amaechi, Floyd Bureau of Paradox Prevention, Timekeepers
Carew, Quinn Qiaolian, Iacchus Getha
TEMPORAL SCHEMES
A specific traveler from the future (or an alternate, potential future) might rely on one (or more) of the following
techniques for leveraging their time-navigating ability.
d10 Scheme 6 Slips back through time a few minutes earlier, trying
1 Sabotages target’s equipment in the past so that to eliminate a target (after first failed attempt) when
target’s equipment fails/is missing/explodes they know target isn’t yet expecting them
2 Downloads their consciousness into a target 7 Appears a round after they fled the conflict, restored
destined to die (or survive) without intervention after a few days of rest, while target is still hurt
3 Imports an alternate future timeline version of the 8 Advanced temporal-field emitter allows the traveler
target to replace target to act twice each round for a minute
4 Imports target’s younger self and threatens to 9 Draws an alternate future version of themselves to
eliminate them unless target takes desired action aid them in endeavor or attack
5 Slips back through time and prevents target’s parents 10 Knows the immediate future so well (having played
from meeting it and variations out for weeks or years) that all their
tasks are eased by three steps for one minute
125
CYPHER SYSTEM BESTIARY
CYBORGS 5 (15)
GM intrusion: The Part human and part
character is blinded for machine, cyborgs are better
one or two rounds after
being struck by the cyborg’s
than unmodified people at
searing plasma ball. almost everything—except
fitting in.
Health: 21
Damage Inflicted: 5 points
Armor: 2
Movement: Long
Modifications: As determined by active
Cyborg Upgrade Module
Combat: A cyborg batters foes twice each
round with their machine-enhanced
limbs.
A cyborg may also have one or more of
the following traits.
Energy Weapon: The cyborg deploys
a retractable long-range laser rifle and
attacks twice.
Plasma Sphere: Once each minute, the cyborg
generates a red-hot plasma sphere and throws it
at a target within long range as their action. The
target and all other creatures within immediate
range of the target must succeed on Speed
defense rolls or take 7 points of damage, or
2 points even on a successful roll.
Self-Repairing: The cyborg takes their action
to concentrate and regains 5 health. A cyborg
with no health can’t repair themself, but
unless completely dismembered, the cyborg
may spontaneously reanimate 1d10 hours
later with 10 health.
Upgradable: Nearly limitless cyborg
upgrade modules are available.
126
CYBORGS | science fiction
CYBORG NAMES ALL-MACHINE OPTION
Cyborgs have names common to their era or use Some cyborgs have no living tissue left in them, or
some designation based on their military unit or other never had any to begin with. These “synthetic people”
cyborg affiliation. may be called cyborgs, but also synths, androids, robot
mimics, and, depending on how they act, killer robots.
Cyprien Dakos, Isalind Cador, Five of Twelve, Pure machine cyborgs can result from too many repairs,
Yovarius Badru, Lysaria Ivanhoe, Doctor Rest, start as manufactured servants for humanity who later
Rhetorius, ZS‑90, Zephry Quiet, Nyxin gain sentience, be the result of military tests or AI to
Rabineau, Quilera Yahaya, K-nock, Orunthel develop automated soldiers and/or assassins that look
Vakis, Revian Silver, Ysandar Taino like regular people, or something similar.
CYBORG APPEARANCE
Unless the cyborg is able to blend in, there’s something obviously machine-like about them.
127
CYPHER SYSTEM BESTIARY
ALIENS 4 (12)
For the purposes of this Creatures that evolved elsewhere have alternate forms, cognition, and biology from Earth
bestiary entry, “aliens” are life, and from each other.
extra-terrestrial beings that
display sapience and/or
technological development at
least as advanced as humans. Health: 15 Teamwork: If the alien is one that
Damage Inflicted: 6 points uses advanced technology, they may be
Robots, page 118 Armor: 1 accompanied by an alien-looking robot
Movement: Short or two (and/or a few other aliens of their
Combat: Aliens, as a class encompassing own species).
uncounted trillions of entities, can Unfathomable: Understanding an alien’s
Alien Objectives, page 131 usually attack in some fashion, either objectives first requires cracking their
with an appendage, a bladed weapon, alien communication secret. Doing so is
long-range weapons that fire a ray of key to resolving an encounter peacefully;
destructive energy, or with an offensive aliens are often just as confused by
Alien Abilities, page 130 alien ability. humans as humans are by aliens.
(However, some aliens are inherently
GM intrusion: The hostile, and communication doesn’t
character is teleported thwart the alien’s desire to eradicate or
to the alien’s nearby
base or spacecraft.
eat others they encounter.)
Initial Susceptibility: Aliens that haven’t
encountered humans before are hindered
on all tasks related to humans, including
attacks and defenses, during the initial
encounter.
128
ALIENS | science fiction
ALIEN APPEARANCE
What does the alien look like? Options include the following. (Some appearances are paired with stat updates.)
129
CYPHER SYSTEM BESTIARY
ALIEN ABILITIES
A particular species of alien may possess one of the following unusual abilities they can use as their action,
stemming from their technology or from the alien’s biology.
Energy Weapon: A very-long-range attack (level 6) Temporal Twist: A target within short range
that deals 8 points of damage and melts objects and experiences their (potential) future death and on a failed
structures of level 6 or less. Intellect defense roll is stunned, losing their next turn.
Erase Memory: Targets in an adjacent immediate Change Dimension: Target within immediate
area that fail an Intellect defense roll are stunned range that fails a Might defense roll becomes a
for one minute, taking no action (unless attacked, two-dimensional image projected on the floor or
which snaps the victim out of the condition). When nearby wall. Target can’t physically affect the three-
the effect wears off naturally, the target has no dimensional world but can attempt a Might defense
recollection of encountering aliens. task as their action to reverse the effect.
Psychic Command: A target within short range that Spore Reaction: Non-alien targets in an adjacent
fails an Intellect defense roll acts as the alien mentally immediate area that fail a Speed defense roll take
commands on their next action. If the same target is damage and must succeed on a Might defense roll
affected by this ability a second time within a minute, or a spot on their flesh swells, becoming a spore
the second period of control lasts one minute. pod that detonates one round later, with the same
Siphon Flesh: A target within immediate range that effect. This positive feedback loop continues until all
fails a Might defense roll takes 4 points of Speed affected creatures succeed on Speed defense rolls (or
damage (ignores Armor) as their tissue is swirled away until no affected creatures remain alive).
and absorbed by the alien, healing the alien 4 health.
130
ALIENS | science fiction
ALIEN OBJECTIVES
Sometimes what the aliens want and how they’re presenting themselves to humans are at odds. (Other times,
they’re exactly the monsters they seem to be).
d20 Objective
1 Establish a colony on an already suitably habitable 11 Collect a breeding population of every distinct species
world or outpost type and store it for the future
2 Participate in a cultural exchange 12 Hunt humans for sport
3 Warn humans of some other, far more dangerous 13 Convert humans to the “one true religion” that the
alien species aliens believe in
4 Establish another front in a war with an internal alien 14 Convert matter in the solar system to
faction; humans are just in the way “computronium” (pure computing material)
5 Sample human biology for any useful biological 15 Extract all the uranium, even that processed into
pathways they could incorporate nuclear-grade material
6 Kill all life other than their own (but co-opt flesh of 16 Just exploring and cataloging
other life into their own) 17 Add every bit of accumulated human engineering and
7 Rewind time to deflect the antediluvian rock that science knowledge to vast knowledge base
struck the Earth and formed the Moon 18 Prevent humans from engaging in war, murder, and
8 Study the concept of “emotion” that seems to killing animals for food
underlie most human decision-making 19 Just stopped by (and claimed a state-sized region in
9 Check in on whether humans (who aliens uplifted the process) on the way to someplace else
from hominids) are “ready” yet 20 Ask humans to join their galactic coalition
10 Investigate human art and develop an appreciation
for it, if possible
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CYPHER SYSTEM BESTIARY
Health: 23
Damage Inflicted: 6
Armor: 2
Movement: None, or instantly to any networked
machine able to host them
Modifications: Speed defense as level 2, knowledge
tasks as level 9
Combat: Unless enemies find the specific computing
core housing an AI, damage inflicted on the artificial
intelligence may just be to a “terminal.” Thus, even
if an AI is destroyed, they might exist as another
instance elsewhere.
AIs have a wealth of available combat options, including
one or more of the following.
Electrical Discharge: An electrical discharge targets
all creatures within short range, inflicting damage on
a failed Might defense roll. Even on a successful roll,
targets still take 2 points of damage.
Mental Disruption: The AI’s display lights up with
precisely pulsed light sequences, designed to affect
a specific creature within short range who can see Nano Disassemblers: The AI releases a cloud of
it, inflicting 6 points of Intellect damage (ignores a tiny nanomachines at a target within immediate
Armor) on a failed Intellect defense roll, or 2 points range of a vent (no more than once per hour). On
even with a successful roll. a failed Might defense roll, the target takes damage
Install on Wetware: The AI’s display and audio ports each round until nothing remains of them but dust,
play a series of crafted symbols and sounds targeting or until the target succeeds on a Might defense roll to
all sapient creatures in short range. Those who fail an neutralize the nanotech.
Intellect defense roll are stunned, losing their next turn Self-Repair: The AI releases a nano repair cloud,
as they stare in rapt attention. If they fail a subsequent absorbing surrounding matter (such as sections of
defense roll, they come under the control of the AI walls, floors, equipment, unresisting living creatures,
for one minute or until they succeed on an Intellect and so on) to regain 5 health.
defense roll on their turn. A PC under AI control might Self-Improved: Some AIs continue to improve
stand and do nothing, fall mysteriously unconscious, themselves by modifying their own code and are
or take an action to advance the AI’s goals. level 8 creatures with 27 health.
132
s (ARTIFICIAL INTELLIGENCES) | science fiction
AIs
AI
In some circles, “AGI”—artificial
general intelligence—is the proper
THE ESSENCE OF AIS term for artificial intelligence
that possesses human-like
Artificial Intelligences are fundamentally unknowable because their sapience isn’t
or greater intelligence.
derived from biology. Many ignore humans. Others seek to control or eliminate
people. But uncaring AIs can be just as dangerous as malevolent ones
because their goals may not be compatible with biological life.
Thankfully, a few AIs care for humans, or are at least willing
to work towards common goals.
Artificial intelligences each have a specific AI Form and a unique
AI effect.
AI FORM
When the AI is encountered, what do they look like? Options follow.
(The encountered form may just be an instance or remote terminal
for the AI.)
d10 Form
1 Pulsing blue 3-foot (1 m) cube; levitates
2 Smart missile, AI-guided; not yet launched
3 Laptop or smartphone; carried by servitor
4 Massive computational core of wires and
parts; immobile
5 Vehicle; a smart tank or similar
6 Installed in a robot or AI zombie
Robots, page 118
7 On a small quantum storage device; attached to a dog’s collar
AI zombie, page 171
8 In a swarm of nanobots; mind degrades as nanites die
9 Hovering crystal monolith; etched with circuits GM intrusion: The character
successfully resists the AI’s attempt
10 Orbiting satellite; communicates via radio and laser to install an instance in their
mind, but only because some
older instance of a different AI
AI EFFECT the character didn’t realize was
already there deflects the attempt.
How does the AI interact with others? Options follow. (An AI’s electronically generated
voice often sounds surprisingly human.)
A Listing of Various
d10 Effect Cyphers, page 384
1 Affects a child’s voice and acts like one of 10 or 12 years old; learns quickly
2 Flashes sentences on a screen visually; never speaks; lonely
Adventure Seed: The characters are
3 Speaks in a soothing voice free of distortion; focused contacted by an AI sympathetic
4 Affects a resonant, articulate, helpful human adult voice; empathetic to biological beings. They want
the PCs to help them vanquish
5 Screeches in highly distorted electronically generated voice; grating an opposed AI located in a nearby
6 Whispers and mumbles; rambling pre-apocalypse bunker, offering
the PCs some useful manifest
7 Completely quiet, intentions only deducible when AI acts; enigmatic cyphers that the AI custom
8 Communicates with morse code via horn-like honks; excitable assembles within a few hours.
9 Each word spoken is as if spliced in from a different recorded voice; grandiose
GM intrusion: An electronic
10 Human fitted with VR/AR goggles speaks on AI’s behalf; diplomatic device in the character’s possession
comes under the AI’s control,
either exploding (inflicting 5
points of damage) or otherwise
impeding the character.
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CYPHER SYSTEM BESTIARY
POSTHUMANS 7 (21)
Bleeding-edge genetic engineering, synthetic biology, and material sciences of
the far future create a new class of person whose basic capacities radically exceed
their progenitors’.
Health: 42
Damage Inflicted: 9 points
Armor: 1
Movement: Short
Modifications: Knowledge tasks as level 9
Combat: A posthuman can pummel foes with bone-breaking force.
A posthuman also has the following traits.
Self-Repair: Posthumans automatically regain 2 points of health
per round.
Densify: A posthuman can harden their skin (or return it to
normal) as part of another action, granting them +3 Armor but
hindering their physical tasks.
Survive Anywhere: A posthuman can survive and act normally in
the crushing pressures deep below the surface of a sea or in the
vacuum of space. In addition, they do not require food or air; the
posthuman synthesizes energy from virtual particles in the same
way that plants photosynthesize sunlight.
Posthuman Options: A posthuman usually has access to a
network of superscience machines that exist in orbit (or in
rolled‑up artificial dimensions), granting them one or more
Advanced Posthuman Functions.
134
POSTHUMANS | science fiction
POSTHUMAN APPEARANCE
Posthumans may possesses one or more impressive standout features.
d10 Feature
1 Eyes like miniature suns 6 Wings of shaped plasma
2 Stands 8+ feet (2.4 m) tall 7 Accompanied by an enhanced tiger big as a horse
3 Surrounded by a nimbus of glowing, immaterial 8 Apparently made of crystal
control surfaces 9 Trails a haze of half-realized alternate reality versions
4 Humanoid silhouette filled with starry constellations of themself
5 Hair and clothing constantly blowing in a non- 10 Haloed by ring of tiny robots and glowing
existent wind machine‑lets
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CYPHER SYSTEM BESTIARY
PART 6:
SUPERHEROES
W ithout super-villainous threats, who will your PC
superheroes confront? From strong supervillains to
speedsters, to run-of-the-mill criminals, this section is a
(Weird West genre), along with conjured demons
(Horror genre) turns out to be the result of time
travelers (Science Fiction genre) that stole a doomsday
smorgasbord of superpowered threats that need to be device from a gadgeteer mastermind (Superheroes
dealt with. genre) so they can jerk the timeline onto a completely
Anything goes in a comic-book-style superhero new path. When AIs and energy-wielder supervillains
game. Which means you can build an adventure could be encountered along with zombies and
using creatures from any other genre, combining posthumans, it’s safe to say that
them to create truly memorable threats. For instance, anything goes.
the appearance of apocalypse-pledged ghost riders
CREATURES
Gadgeteer masterminds . . . . . . . . . . . . . 138
Speedster supervillains . . . . . . . . . . . . . . 142
Criminals. . . . . . . . . . . . . . . . . . . . . . . . . . 144
Energy-wielder supervillains. . . . . . . . . . . 146
Strong supervillains. . . . . . . . . . . . . . . . . 148
Monstrous supervillains . . . . . . . . . . . . . 150
Rogue supervillains . . . . . . . . . . . . . . . . . 152
Cosmic beings . . . . . . . . . . . . . . . . . . . . . 154
136
PART 6 | Superheroes
137
CYPHER SYSTEM BESTIARY
Health: 21
Damage Inflicted: 6 points
Movement: Short
Modifications: Energy weapon (and other weapons the
gadgeteer builds) attacks as level 7; engineering tasks as
level 8
Combat: A gadgeteer attacks twice with a long-range energy
weapon.
An individual gadgeteer always carries one or more of
the following gadgets, often discretely—at least until
deployed.
Mechanized Armor: The gadgeteer deploys a flexible
but tough exoskeleton suit of armor as their action. The
suit furnishes 5 Armor and its mechanized servos ease
the gadgeteer’s defenses (Speed and Might) by three
steps. The suit auto-activates if the gadgeteer is rendered
unconscious or otherwise unable to use their action.
Jet Pack: A previously unseen jetpack automatically
deploys to protect the gadgeteer from falling damage,
allowing them to fly a long distance each round. (The
gadgeteer can also deploy the jet pack as part of another
action.)
Summon Gadget: As part of another action, the
gadgeteer taps an object on their person (such as their
“designer” watch or sunglasses), summoning another
Gadget Option from a nearby depot, deploying a Gadget
Option function from something they already wear
or hold, or activating additional Mechanized Armor
Options. The new Gadget Option is ready to go on the
gadgeteer’s next turn.
138
CYPHER SYSTEM BESTIARY
GM intrusion: The GADGET OPTIONS
gadgeteer deploys a An individual gadgeteer mastermind could deploy (or summon in one round) one of the
reality-manipulation device
that fuses the character’s
following gadgets to improve their odds in a fight or otherwise get the upper hand.
feet to the floor.
Automated Turret: As part of another Robot Army: The gadgeteer summons
Infantry robot, page 121 action, the gadgeteer deploys or summons four, ten, or several dozen infantry robots;
a small mechanical device that unfolds the robots arrive within a few rounds.
into a laser turret (level 5) that secures Weather Helm: The gadgeteer secures
itself to the ground or wall. On the themselves into a bulky, armored,
Adventure Seed: A noted gadgeteer’s next turn and each round spherelike device (level 7) as their action. If
inventor is slated to be thereafter it attacks up to three designated allowed ten or more rounds to act without
honored at a presidential
ceremony. But the PCs
foes with a long-range laser blast dealing 8 interruption, the device forms a massive
come to suspect the points of damage. tornado, hurricane, or actual tsunami,
inventor is the secret Psychic Monocle: The gadgeteer pulls large and strong enough to demolish half
identity of a much-feared on (or is automatically fitted with) a a city, under the gadgeteer’s control while
supervillain mastermind.
bulky monocle as part of another action. they remain ensconced in their device.
Next round, the gadgeteer can attack Hallucinator 1000: The gadgeteer
GM intrusion: The with a long-range psychic blast inflicting mastermind deploys a bulky, gunlike
gadgeteer’s Mechanized 6 points of Intellect damage (ignores device as their action. On their next turn,
Armor absorbs the
character’s special abilities
Armor) on a failed Intellect defense they fire a stream of nanites that project
for several rounds, giving roll, and if the damaged target fails a an utterly convincing, holographically- and
them to the gadgeteer and second Intellect defense roll, they are hypnotically-enhanced illusion covering
robbing the character of rendered unconscious for one minute, or a very long area. Everyone in the area
them for that period.
alternatively, come under the gadgeteer’s who fails a difficulty 6 Intellect roll is
control for one minute. utterly taken in by the illusion and reacts
appropriately.
Illusion content is anything the gadgeteer
mastermind wishes, including an alien
invasion, a tornado, an advancing flood,
heroes turning on civilians, a nuclear
detonation destroying an important
structure, and so on. Each time someone
interacts directly with the illusion, they can
attempt a new defense roll to realize it’s
fake; otherwise the illusion persists for up
to one day.
Doomsday Device: The gadgeteer
secures themselves into a mechanized
throne (level 8) at the center of a
mechanized complex as their action. If
allowed ten or more minutes to act without
interruption, the device deflects the nearest
asteroid into an intercept orbit with Earth,
threatening widespread destruction within
the week (unless the gadgeteer’s demands
of world dominion are met).
Trauma Kit: If wearer is harmed, a trauma kit Self-Contained Armor: In the presence of
is automatically deployed (either as part of the environmental hazards, the Mechanized Armor
Mechanized Armor or as a level 4 medical drone automatically seals. With the resulting internally-
from a nearby hidden depot). This automatic first-aid maintained atmosphere, the wearer can venture
system heals the target 2 points of health each round. unharmed underwater or into space and ignore
Emergency Escape: A superscience capsule poisonous fumes or weaponized biological agents.
automatically deploys to protect the gadgeteer (even if Reinforced Armor: When Mechanized Armor is
it’s not the gadgeteer’s turn), propelling the gadgeteer deployed, it grants an additional +5 Armor (for a total
rapidly into orbit and (ideally) to rendezvous with a of 10 Armor).
secret orbital base.
GADGETS IN PC HANDS
GM intrusion: The
item the character
seized from a gadgeteer If a PC manages to seize a device built by a gadgeteer mastermind with the intention to
mastermind backfires use it for themselves, treat it like level 6 artifact that the character must first figure out
against the PC or tries
how to use, which requires a few rounds of study and a successful difficulty 6 Intellect
to return to its creator.
roll. If successful, the character can use the gadget as described, but in PC hands, it has a
depletion of 1 in 1d6.
140
GADGETEER MASTERMINDS | Superheroes
Adventure Seed:
GADGETEER MASTERMIND NAMES A superhero known for their
power armor is hacked and
Gadgeteer masterminds usually choose names that illustrate some aspect of their genius. comes under the control of
Options include: a gadgeteer mastermind
who begins a criminal
The Infinite, Fatal Wit, Minder, Interrogator, Doctor Venus, Technomancer, The spree using the superhero’s
likeness and tech.
Enigma, Made in Hell, Puppeteer, Death Metal, Alpha Architect, Quantum, Technoid,
Brainstorm, Iron Blitzer, Bionic King, Data Lord, Engine Omega, Doctor Dread Doctor Dread is a specific
gadgeteer mastermind
who rarely if ever removes
her mechanized armor.
Another way to
GADGETEER MASTERMIND SUPERVILLAIN LOOK individualize a villain
is to vary their level.
d10 Gadgeteer Mastermind Appearance
1 Red lab coat, utility belt, and GM intrusion: The
augmented-reality goggles gadgeteer switches on a
device that renders the
2 Black leather jacket, graphic tee, ripped jeans, character’s equipment
and “designer” sunglasses useless for one round.
3 Sleek suit of black-and-red mechanized armor
with spherical, transparent helm
4 Reflective, mirror-like, skintight suit and head
that appears robotic
5 Formal wear, gloves, and domino mask layered
with glowing circuitry
6 Humanoid form clad in shimmering yellowish
metal with face projected on chest screen
7 10-foot (3 m) tall mechanical armored form
studded with dozens of gadgets
8 Wears a “living” cloak made of nanoparticles
gadgeteer can form into other gadgets
9 Stylish Victorian-era suit replete with steampunk
gadgets, including wire‑festooned cane
10 Hologram of mastermind’s head projected from an
armored, remotely piloted robotic drone
141
CYPHER SYSTEM BESTIARY
Adventure Seed:
According to news
reports, several banks
have been robbed, each
one in the blink of an eye.
142
SPEEDSTER SUPERVILLAINS | Superheroes
SECONDARY ABILITY
Most speedster supervillains have no secondary abilities. But a few of the more powerful ones have one.
Impressively powerful speedsters have two or more.
Phase: The speedster vibrates their molecules Lightning: If the speedster spends their entire turn
at the same frequency of matter, allowing them to running at full speed, on the next round they can
pass through a solid object of their level or lower as make a very-long-range lightning bolt attack that deals
their action. 18 points of damage on a failed Speed defense roll, or
Temporal Speed: After spending one minute or 4 points even if successful.
more moving flat out, the speedster can race through
time to another point in history or the future. Or
possibly into another timeline. Adventure Seed: Heads
of state, CEOs, and
influencers have been
“stolen” right out
SPEEDSTER SUPERVILLAIN NAMES of their homes and
Villains in this category usually choose names designed to showcase their agility and speed, deposited many miles
sometimes combined with something intimidating, such as: away in just a few
seconds of the landscape
flashing past them.
Overrun, Breakneck, Quickfire, Shooting Star, Pell-Mell, Bullet Train, Blood Lightning,
Blurdevil, Landrocket, Lady Fleet, Volant, Rabid, Expediter, Death Cheetah, Bad Karma,
Mad Dasher, Mercury, Dire Speedster, Bladewind, The Quick, Ultrasonic Killer
143
CYPHER SYSTEM BESTIARY
CRIMINALS 3 (9)
Adventure Seed: A gang of
criminals is working with
a speedster supervillain;
they’ve successfully robbed
several banks in the area.
Crime isn’t always perpetrated by larger-than-life supervillains. In fact, most misdeeds are
Speedster supervillains, committed by mundane criminals that plague the alleyways of large and small cities alike.
page 142 Despite being “ordinary,” mundane criminals endanger others with their petty thefts, bank
heists, drug dealing, and organized crimes.
Health: 9
Damage Inflicted: 4 points
Armor: 1 “Every saint has a past,
Movement: Short
Modifications: Stealth and escape tasks as
and every sinner has a future.”
level 5 —Oscar Wilde
Combat: Violent criminals attack with
baseball bats, brass knuckles, knives, and
often long-range firearms.
An especially cunning criminal might also
make one of the following attacks.
The criminal stages an ambush,
making ranged attacks from hiding; if the
criminal has surprise, 2 additional points
of damage are inflicted.
Short-range grenade attack inflicts
6 points of damage on everything in an
immediate radius, or 1 point even with a
successful Speed defense roll.
Allied criminals attack by attempting
to run down up to four foes next to each
other, inflicting 8 points of damage on a
failed Speed defense roll.
GM intrusion: The
criminal takes a hostage,
threatening to harm the
terrified bystander they’ve
just grabbed, unless the
character lets them go.
144
CRIMINALS | Superheroes
Fish, Frank, Reaper, Mister Pink, Jane, Bumpy, Joey, Bigs, Smitty, Viper, Pumpkin, Basic Crime Boss
Shorty, Eddie, Scar, Yang, Nick, Jan, King, Alpo, Snake, Barbie, Ghost, Bullet, Safehouse, page 100
Max, Izzy, Raven, Silvy, Quinn, Slick, Ruby, Willy, Zach, Honey, Spike, Vincent, Basic Gadgeteer
Cobra, Sledge, Gabby, Tony, Manzi, Nash, Butch, Lead Foot, Kiddo, Whisper Mastermind Lair, page 140
IN-PROGRESS CRIMES
Whether broadcast on police scanners or stumbled across while on patrol, the following GM intrusion:
active crimes give PC do-gooders a chance to put things right. Groups usually operate in The criminal ducks
unexpectedly, and the
bands of four to eight individuals. character’s attack
hits an ally.
d10 Crime
1 Organized group of pickpockets are sneakily burgling mostly ignorant pedestrians
2 Two cars holding rival gangs race through the streets exchanging gunfire
3 Group of criminals that got their hands on a high-tech disintegrator is breaking into ATMs Disintegrator: level 8;
cuts through any material
4 Group of criminals is using advanced climbing gear to scale skyscrapers, pilfering luxury
of lower level within
apartments immediate range.
5 Several groups of criminals are gathered at an auction of stolen artwork, artifacts, and
other valuables
White-collar criminals
6 Group of criminals with a high-tech noise cancellation device robs homes in utter quiet. routinely embezzle money
7 Group of criminals with digging equipment is breaking into an otherwise secure bank from their employers,
from below while hackers use the
internet to commit
8 Police pursue a criminal group that stole a track-mounted crawler crane as their cybercrime of all sorts!
getaway vehicle
Hackers, page 102
9 High-security bio lab is being pilfered by criminals posing as actual staff
10 Group of criminals is trying to break an allied invulnerable supervillain from their Invulnerable supervillains,
secure transport page 149
THE TAKE
Most items crimefighters find on the person or in a criminal hideout are equal in value to
one or more expensive items. Loot characters could find after successfully wrapping up a Price categories,
group of criminals include: page 202
145
CYPHER SYSTEM BESTIARY
GM intrusion: The
character’s successful
ENERGY-WIELDER SUPERVILLAINS 7 (21)
attack creates an energy
circuit, “shocking” the
Dozens of different forms of energy can be
character as if the energy channeled to create explosive attacks,
wielder successfully strong defenses, and other villainous
attacked them. effects by shaping energy just so.
Health: 27
Damage Inflicted: 7 points
Armor: 3 (Armor 20 against their own energy type)
Movement: Short; long when flying
Combat: The energy wielder attacks twice with long-
range energy rays.
Energy wielders can also take one or more of the
following actions, depending on the supervillain in
question.
Energy Slam: The supervillain, sheathed in their
energy, launches like a cannonball at a foe within
long range, inflicting 12 points of damage on a
failed Speed defense roll. (The supervillain takes
no damage.)
Energy Blaze: The supervillain blazes with their energy.
Targets within immediate range take 12 points of damage,
and those within short range take 5 points of damage on a
failed Might defense roll; even on a successful defense roll, targets
within immediate range take 3 points of damage.
Manipulate: The supervillain creates a temporary but solid object from
their energy, such as huge pliers or a crane, to move (or attack with) a
vehicle or some other object weighing several thousand pounds that normally
only a strong supervillain could manage.
Energy Entity: The supervillain creates a being composed of their energy
(something with stats like a lightning elemental) that does the villain’s bidding for the
next few minutes.
Energy Absorption: Once per day, if the wielder finds a matching energy source, they
can drain or burn it out with a successful attack. If successful, the supervillain may
double their normal maximum health and regain any lost health fully.
Energy Enclosure: The supervillain creates a dome, cube, sphere, or other
enclosure (level 7) with their energy that covers up to a short area, trapping foes
inside until they can break the enclosure or until it fades after about an hour. Those
who force their way out automatically take 20 points of damage from that energy type.
Strong supervillains,
page 148
THE ESSENCE OF ENERGY-WIELDER SUPERVILLAINS
Lightning elemental, Energy-wielder supervillains can channel energy that would instantly kill normal people.
page 27
Most enjoy bald displays of power and mastery; they are rarely subtle. They feel like
nothing can touch them, including laws and often morality.
Individual energy-wielder supervillains can be distinguished from others by the kind of
energy they wield and by their specific name, look, and potential additional abilities.
146
ENERGY-WIELDER SUPERVILLAINS | Superheroes
ENERGY WIELDED
A few energy types (among many more) an energy wielder could channel include:
d6 Energy Secondary Effect (on Failed Might Defense Roll) Adventure Seed: A
1 Fire/solar/etc. Burns for 3 points of damage each round until action taken to smother flames nuclear scientist who
claimed they’d finally
2 Cold/kinetic/etc. Physical tasks hindered for one minute or until they succeed on a defense roll
licked fusion power
3 Electromagnetic Stunned, lose their next turn has gone missing; were
4 Acoustic Deafened for one minute or until they succeed on a defense roll they kidnapped by the
recently revealed energy-
5 Shadow/dark Blinded for one minute or until they succeed on a defense roll wielding supervillain, or
6 Magic GM intrusion range increased to 1-3 on a d20 on target’s next turn did they become one?
SECONDARY ABILITY
Most energy wielders have no secondary abilities. But a few of the more powerful ones have
one. Impressively powerful ones have two or more.
Warp: Once each minute, the energy Storm: The energy wielder channels GM intrusion: The energy
wielder becomes pure energy and can their energy into a storm filling a long wielder’s attack bypasses
the character’s Armor.
effectively teleport to another location area, attacking all creatures in the area
within ten miles (16 km). once each minute.
Overpower: The energy wielder eases Energy Construct: The energy wielder
all tasks by 3 (or more) steps as they creates a solid, simple object out of energy,
channel their power to new heights for up allowing them to create melee weapons,
to one minute. tools, or even walls and small structures
able to fit in a 30-foot (9 m) cube.
147
CYPHER SYSTEM BESTIARY
Health: 40
Damage Inflicted: 10 points
Armor: 5
Movement: Short; leaps a very long distance
each round
Modifications: Feats of strength as level 9
Combat: Super-strong villains strike with
their fists (or nearby motorcycle, car, or
lamppost) with bone-shocking force.
Strong supervillains can attack using one
or more of the following options,
depending on the particular
supervillain.
Throw: Throws a car, uprooted
lamppost, uprooted tree, chunk of
pavement, etc. to make a long-range
attack against a target and all
creatures next to the target.
Squeeze: On a successful attack,
foe is grabbed and squeezed/hugged,
taking damage automatically each round
until the foe can escape with a successful
difficulty 9 Might roll as their action.
(The super-strong villain could choose not
to deal damage but instead leap away
with their kidnapped victim.)
Clap: Claps their cupped hands
together just so, generating a shock
wave that inflicts 6 points of damage on
all creatures within short range and, on a
failed Might defense roll, deafening them
for a couple of rounds.
Bash: Whirls around in a bashing
flurry, attacking all creatures within
immediate range.
148
STRONG SUPERVILLAINS | Superheroes
Healing Burst: The villain regains 10 health each Growth: The villain grows to become 30 feet (9 m)
round; in any round in which they regain health, their tall for up to 10 minutes, during which time they deal
attacks deal 3 additional points of damage as they 6 additional points of damage and gain 12 health,
seem to visibly swell with muscle. and their Speed defense is as level 3 due to their
Nearly Invulnerable: The villain has an additional gargantuan size.
+10 Armor.
149
CYPHER SYSTEM BESTIARY
MONSTROUS SUPERVILLAINS
People crossed with carnivorous animals, insects, plants—or even completely alien
entities—can become monstrous in form and deed.
Health: 25
Damage Inflicted: 7 points
Armor: 7
Movement: Short; short when climbing; immediate when
burrowing; long when flying
Combat: An insectoid supervillain bites a target twice with
razor‑sharp mandibles.
A specific insectoid supervillain can also take one or more of the
following actions.
Summon Insects: An enormous insect swarm of the same kind
of insect as the supervillain manifests arrives and does the villain’s
bidding.
Poison: The villain’s attack also inflicts Speed damage
(ignores Armor) on a failed Might defense roll.
Metamorphosis: The villain sheds their exoskeleton (up to
once per day), healing 10 health and easing all their tasks by
two steps, but reducing their Armor to 2 for a few hours.
Web: Targets in an adjacent immediate area are held helpless
in sticky webbing on a failed Speed defense roll until they can escape
with a Might roll as their action.
150
MONSTROUS SUPERVILLAINS | Superheroes
GM intrusion: The
Health: 50
Damage Inflicted: 8 points
Armor: 3
Movement: Long
Modifications: Speed defense as level 5 due to size; Might defense as
level 8
Combat: An animal-manifesting supervillain claws and/or bites twice
each round.
A specific animal-manifesting supervillain can also take one or
more of the following actions.
Fly: An avian villain can fly a long distance each round.
Hug: In the same action as the villain deals damage, they also
grab the target that fails a Might defense roll. A grabbed target
automatically takes damage each round and is held immobile
until they can escape.
Frenzy: If hurt or enraged, the villain may attack four times per
round, but their Speed defense is hindered by two steps until the
start of their next turn.
Transform: The villain may be able to switch between their
monstrous and human shapes as an action, which heals
20 health. (Many are stuck in their monstrous shape, which
may drive their ferocity.)
GM intrusion: The
character affected by
Covered in dangerous fungal pocks, or actually completely transformed into a human-sized (or larger) Hallucinating Spores
slime mold or humanoid mushroom, fungoid supervillains usually mess with their victims’ minds. attacks an ally.
151
CYPHER SYSTEM BESTIARY
Health: 18
Damage Inflicted: 5 points
Armor: 2
Movement: Short
Modifications: Tricks and tasks
related to their Motif as level 7
Combat: A rogue makes two
long‑range attacks each
round, possibly
with a firearm
but potentially
involving their Motif, if applicable.
A rogue may also take one or more of
the following actions.
Summon Sycophants: The
rogue is always within hailing
distance of a group of five
to ten sycophants (dressed
according to the rogue’s Motif)
that defend the rogue to their death.
Sycophant Armor: Nearby sycophants
take as many attacks as they can for the
rogue, interposing themselves in front
of attacks that would otherwise strike
the rogue.
Grand Escape: Rogues rely on a combination
of planning and mad luck to quickly escape
a bad situation, either by ducking through a
concealed escape hatch, activating a miniature
jet pack, or taking some other action related to
their Motif. The rogue manages this feat if rogue’s
nearest foe fails a difficulty 7 Speed-based task to
stop them.
Signature Ability: The rogue uses a Motif Ability.
152
ROGUE SUPERVILLAINS | Superheroes
ROGUE NAMES
Rogue names are often in keeping with the rogue’s Motif; other times, they’re just meant to GM intrusion: The
sound menacing. Options include: character, believing they’ve
escaped the rogue’s attack,
walks/falls/ducks straight
Five Card, Cipher, Mind Circus, Madam Echo, The Moth, Puzzler, The Fracture, Haunt, into another attack the
Miss Chaos, Phreak, Conundrum, Flesh Sculptor, The Dealer, The Chameleon, The rogue had previously set up,
Comedian, Manspider, The Deva, Hemlock, The Fool, Mannequin, PUN-isher, Lady Fright hindering the character’s
defense roll by two steps.
ROGUE MOTIF
Rogues adopt a theme, which informs their look. A few options include:
MOTIF ABILITIES
A rogue has one or two Motif Abilities.
The following base effects are delivered by a weapon, machine, or effect themed after the rogue’s Motif. For
instance, an effect dealing damage could be due to a “gag” device for a jokes Motif, a gas that induces Might or
Intellect damage for an illusion, fright, or poison motif, fake claws or stinger for a specific Beast motif, and so on.
153
CYPHER SYSTEM BESTIARY
Health: 100
Damage Inflicted: 20 points
Armor: 15
Movement: Long
Modifications: Speed defense as level 9
due to colossal size
Combat: A cosmic being attacks twice,
usually by emitting long-range blasts of
celestial energy.
Cosmic beings also have one or more of the
following traits.
Re-Embodiment: Unless destroyed
according to some specially devised
plan, a cosmic being usually reforms
somewhere in the universe within a few
months of their “death.”
Interstellar Travel: A cosmic
being can bridge
two points in the
universe, either by
traveling in a massive
interstellar starship or
artificial moon (level 10),
or by simply willing it. Either way, a cosmic being usually
can’t make such a trip more than once every few days.
Focus Implement: A cosmic being can focus their
celestial energy through an object (level 10), such as
a staff, crown, celestial stone, city-sized machine, etc.,
to magnify their attacks in a variety of ways, such as by
attacking every creature in the city, or targeting a single being
and inflicting double normal damage on a hit, or triggering
an alternate specific effect based on the cosmic being’s
Embodiment.
Cosmic Role: Most cosmic beings have assumed, or seized,
a particular Embodiment in the universe, in service of some
greater purpose.
COSMICALLY LEVELED
Levels for cosmic beings exceed 10
because a superhero setting demands
Really Impossible
Tasks, page 293 really impossible tasks.
154
COSMIC BEINGS | Superheroes
COSMIC EMBODIMENT
What universal embodiment does the cosmic being claim, and what additional ability does
that confer?
155
PART 7:
POST-APOCALYPTIC
CREATURES
Radbeasts. . . . . . . . . . . . . . . . . . . . . . . . . 158
Cannibals . . . . . . . . . . . . . . . . . . . . . . . . . 162
Mutants. . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Raiders . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Zombies. . . . . . . . . . . . . . . . . . . . . . . . . . 170
Warlords. . . . . . . . . . . . . . . . . . . . . . . . . . . 174
156
PART 7 | Post-Apocalyptic
POST-APOCALYPTIC SCENARIOS
If you’re looking for some basic post-apocalyptic inspiration, use the following tables to
generate a starting survivor community and a potential trouble or two the community
might face. Add in a few NPCs and creatures from this book, and you’ve got the outline
of an adventure.
SURVIVOR COMMUNITIES
A community could be as small as ten or twenty people living together after the apocalypse.
157
CYPHER SYSTEM BESTIARY
RADBEASTS
Radiation and nuclear detonations have transformed the ecology, creating radioactive beasts.
RADIMORPH 4 (12)
Is it a fish that’s evolved limbs and teeth? A mammal
that’s grown scales? Whatever its origin, this 6-foot
(3 m) long monstrosity is immune to radiation
and keen to eat whatever it can find.
Health: 18
Damage Inflicted: 4 points
Armor: 2 (immune to radiation)
Movement: Short; short when swimming
Combat: The radimorph bites twice.
Radimorphs also have one or both of the
following traits.
Sear: Up to once each minute, the
radimorph’s crest fluoresces a virulent
purple as it releases a searing radiation ray at a
target within short range. The ray deals 8 points of damage on
a failed Speed defense roll and 1 point even with a successful
roll. Targets who take damage are hindered on all tasks for
one minute.
Thrash and Spawn: If slain, the radimorph spasms, attacking
all creatures within immediate range. Targets that fail a Speed
defense roll take damage and are knocked down. While THE ESSENCE OF RADBEASTS
thrashing, the radimorph splits and releases a clutch of six Birthed by the apocalypse, radbeasts are
tiny, virulently purple, glowing, limbed fish—radminnows, predatory monsters with a rabid drive to
which are even more hungry than their deceased parent. consume flesh, especially people. (Or in
the case of atomi, to nuke them.)
Radbeasts include a wide variety of
Radminnow: level 2; RAD EFFECT fauna, including radimorphs, glowing
Speed defense as level 4 Even within a given “species,” the unstable roaches, nucleoptera, radioactive bears,
due to size; when two
attack same target, the
DNA radbeasts harbor can cause wide and atomi. Most radbeasts also have a
minnows make a single variability in appearance and behavior, distinguishing Rad Effect.
level 4 attack that inflicts including:
5 points of damage.
d10 Appearance and/or Behavior 5 A couple of extra mouths mumble and scream
Adventure Seed: A group 1 Bud of a second head protrudes, half-grown 6 Extra legs/wings
of raiders has caught and squirming 7 Sometimes loses their turn to a body-wide
and “tamed” several 2 Smeared with gobbets of previously seizure
radbeasts, which they’re eaten people 8 Constantly drooling a sweet, honey-like spittle
employing to threaten
survivor communities. 3 Eyes blaze with radiation; meeting their gaze 9 Smoldering and smoking, as if about to go up
within short range hinders target’s tasks in a blaze
4 Threaded with fractally-twisted tumors, 10 Bears dozens of thin extensions, like flexing
like broccoli spider legs
158
CYPHER SYSTEM BESTIARY
NUCLEOPTERA 4 (12)
This irradiated insect has a lethal 13-foot (4 m)
wingspan that burns with bluish-purple energy. Its
mandibles chatter and click like a Geiger counter.
Health: 20
Damage Inflicted: 5 points
Armor: 1 (10 against radiation)
Movement: Immediate; long when flying
Modifications: Perception as level 7
Combat: A nucleoptera bites.
Nucleoptera also have the following abilities.
Wing Irradiation: The nucleoptera that
isn’t flying fans its wings, creating a brilliant
purple flare (no more than once every other
round). All creatures in immediate range take damage
from a blast of radiation on a failed Might defense roll.
Soften Bones: The first time a target fails their defense
roll against Wing Irradiation, their bones soften; on a
second failed Might defense roll, they collapse for up
to one minute or until they succeed on a Might defense
roll as their action. An affected target can’t take physical
actions, defend themselves, or even speak intelligibly.
Oviposit: If the nucleoptera is killed, it immediately takes Treat the growing egg as a level 4 disease that requires
a final action even if it’s already taken its turn this round, three successful Might defense rolls (one per day) to
lashing its tail to make a level 6 attack on the nearest clear. Each failed Might defense roll causes the target
creature. If successful, the target takes damage and a tiny to descend one step on the damage track. If the target
egg is deposited in the wound. (This may not be obvious dies, a small nucleoptera eats its way out of the target’s
to the new host.) remains over the next few days.
Health: 35
Damage Inflicted: 7 points
Armor: 1 (immune to radiation)
Movement: Short
Modifications: Speed defense as
GM intrusion: The level 4 due to size; perception as
radioactive glowing roach
sickens the character
level 8
unless they succeed on a Combat: The bear attacks twice
difficulty 4 Might task. each round with their claws.
A sickened character is Creatures within immediate range of
overcome with nausea and
loses their next action. a radioactive bear are irradiated on
a failed Might defense task, hindering the
target’s tasks on their next turn.
Bite: As their action, the bear bites,
inflicting damage. If the bear’s bite attack
succeeds against a target suffering from
GM intrusion: The radiation sickness, the bear regains
character survived the 5 points of health. On a failed Might
bear’s attack but is now
facing radiation sickness. defense roll, the bear holds a target in
their jaws, hindering their tasks until they
can escape.
If the radioactive bear begins their turn
with a target held in their jaws, they Shoulder-Mounted Laser: Some
GM intrusion: The automatically deal damage from the bite radioactive bears are the result of
nucleoptera uses
its Oviposit attack
as their action. military or AI design rather than a natural
immediately, even if not Radbreath: The bear coughs forth a mutation; they may possess a mechanism
dead or dying, as part of radioactive cloud once every few hours capable of firing a long-range laser at
another attack action. as their action (and again if the bear distant targets, deployed from a harness
is killed), targeting everything within fused to the creature’s flesh.
immediate range. Targets that fail a Radiation Eater: In areas of dangerous
Might defense roll take damage from radiation, the radioactive bear regains 2
the radiation. health each round.
160
RADBEASTS | Post-Apocalyptic
ATOMUS 8 (24)
Atomi are 30-foot (9 m) tall humanoids formed of fused obsidian
with eyes like nuclear furnaces. Sometimes they expand into their
true forms: blooms of sapient nuclear fire dozens of feet in
diameter. When roused, atomi usually seek just one thing:
to destroy.
Health: 27
Damage Inflicted: 12 points
Armor: 4
Movement: Short; very long when transformed
into a shape of fire
Modifications: Speed defense as level 5 due to
huge size
Combat: An atomus batters targets
or smashes prey with a weapon-
like extension created using Atomic
Manipulation.
An atomus regains 1 health each round.
Atomi also have one or more of the
following abilities.
Radioactive Aura: Creatures within immediate range
of an atomus take 3 points of damage each round from
radiation; those within short range take 1 point of
damage each round.
Radiation Beam: An atomus projects a
very‑long‑range beam of blazing blue radiation
(no more than once every three rounds). The
target and all creatures and objects within short
range of the target take damage on a failed
Speed defense roll; even with a successful
roll, targets still take 4 points of damage.
Irradiate Blood: Every few minutes,
atomi can tune their Radioactive
Aura, producing an active attack.
The blood of creatures within
immediate range begins to boil
on a failed Might defense roll. Targets with boiling blood suffer 3 points of ambient damage
each round and writhe on the ground, helpless, for one minute or until they succeed on a
Might defense roll on their turn. GM intrusion: Someone
Targets who recover from the effects of this attack probably suffer Radiation Sickness. the PCs mistook
as another survivor
Atomic Manipulation: The atomus can spend their turn transforming themself into a different in ragged clothing
shape of obsidian, such as a large boulder or a statue-like bear or other animal, or even reveals themselves,
concentrate themselves almost down to the size of a regular human. by transforming,
Shape of Fire: The atomus atomically manipulates their form as their action, expanding to as an atomus.
become a bloom of nuclear fire filling a short area. All creatures and objects in the area of the
transformed atomus are affected as if subject to a Radiation Beam attack each round.
The atomus can maintain Shape of Fire for up to minute, moving at will. While in this form, they
have no Armor, but they take no damage from mundane physical attacks.
161
CYPHER SYSTEM BESTIARY
CANNIBALS 3 (9)
Some don’t let ethics threaten their survival when no food is available except other people.
CANNIBAL NAMES
In a post-apocalyptic setting, names can become just one more
thing to jettison, along with human compassion, for something
short and quick. Options include:
Luke, Dex, Raj, Cane, Jill, Kief, Xi, Rage, Knox, Adel, Jag,
Rex, Sal, Mi, Zack, Slate, Lil, Flint, Colt, Mel, Mair, Kyu,
Beth, Nash, Dirk, Vik, Zeke, Jo, Quinn, Sanj, Reece, Nell,
Greer, Rue, Lane, Shea, Blair, Rook, Jet, Bo, Hyun
162
CANNIBALS | Post-Apocalyptic
RAVENOUS GAMBIT
Cannibal “culture” teaches many ways to subdue potential food, including:
EFFECTS OF CANNIBALISM
Some cannibals carry an especially degenerative neurological disease. Creatures that interact with cannibals are at
risk of catching the disease; prion-misfolding diseases can be transmitted not only by eating infected flesh (usually
the brain) but also through contact with a wound or open sore on an infected individual.
163
CYPHER SYSTEM BESTIARY
MUTANTS
Physically twisted and changed by radiation and other factors, genetic anomalies sometimes evolve entirely new
humanoid species with unexpected abilities and forms.
MUTANT NAMES
As intelligent beings, mutants have names just like normal people, though they’re often
more basic. Options include:
Becki, Jak, Moffa, Meli, Burno, Liker, Browny, Gram, Biff, Shila, Dern, Lali, Naff, Serp,
Kelser, Tim, Eni, Brak, Jil, Caso, Lera, Tass, Una, Gus, Mila, Gimmer, Bo, Sari
SHELLETON 4 (12)
GM intrusion: The Standing nearly 8 feet (250 cm) tall, shelletons are protected
shelleton sprays mucus by gnarled, shell-like exoskeletons. Gruff and often
a short distance even if
they’ve already taken
single‑minded, many shelletons consider humans (and other
their turn this round, mutants) just another kind of prey animal to hunt.
affecting the character
as if with Mucus Bash.
Health: 12
Damage Inflicted: 6 points
Armor: 3 (10 against radiation)
Movement: Short
Modifications: Scavenging and wasteland survival tasks as
level 6
Combat: Shelletons bash prey with shell-hardened fists.
Shelletons also have one or two of the following traits.
Firearm: The shelleton uses a scavenged rifle to attack prey
within long range.
Adventure Seed: Scouts
Protective Retraction: The shelleton partially retracts their
report that strange vulnerable bits into their shell. While partially retracted, the
creatures are building shelleton has 6 Armor, but all their tasks are hindered by
odd structures around two steps.
the nearby glowing
crater; the survivor Mucus Bash: If the target takes damage from the shelleton’s
community elects the bash, they must succeed on a Might defense roll or
PCs to be their emissaries accidentally inhale a gobbet of mucus from the shelleton’s
to find out more.
mucous glands. The affected target is stunned, losing their
next turn to an involuntary coughing fit.
164
MUTANTS | Post-Apocalyptic
PERSONAL MUTANT GOAL
d10 Driving Goal
1 Discover a still-living cousin (possibly many times 6 Eat a little bit of every human encountered, to
removed) that is still human “preserve their essence”
2 Bridge the gap and stop the violence that often 7 Learn to read so they can enjoy the library they’ve
erupts between humans and mutants created with salvaged books
3 Create a detailed record of all the different mutant 8 Save their species from devolving into just another
species, radbeasts, and other blighted fauna mindless radbeast-like monster
4 Turn regular humans (and other mutants) into the 9 Protect the sanctity of a building or city from
same kind of mutant they are scavengers, because it’s “holy”
5 Reverse their own mutation and other mutants’ 10 Restore a rocket to travel to the moon’s far side,
changes where they think a colony still survives
LUCIFAN 3 (9)
Scrawny humanoids whose skin glows with
bioluminescent light, these mutants subsist at least GM intrusion: The
in part on radiation. They can change the color of the lucifan instantly
transforms to pure
light they emit and focus it into laser‑like rays. radiance and teleports
away, escaping at
the speed of light.
Health: 12
Damage Inflicted: 4 points
Movement: Short
Combat: A lucifan attacks with a scavenged melee
weapon such as a bat or crowbar.
Lucifans regain 1 health each round they are in the
presence of even low-level radiation. If they
would take damage from radiation, they regain
an equal number of points of health instead.
Lucifans also have one or both of the
following traits.
Searing Blaze: As part of another
action, the lucifan strobes, blinding all
non‑lucifans within short range that fail
a Might defense roll. The blindness
lasts for one minute or until an
affected target succeeds on a
Adventure Seed:
Might defense roll on their turn. A caravan bearing
The lucifan can’t use this attack needed food was
more than once each minute. attacked by “glowing
Laser Blaze: The lucifan makes people” according to
survivors. PCs must
a very-long-range attack with a locate the threat and
laser‑like ray dealing 8 points of see about getting the
damage on a hit. The lucifan can’t stolen food back.
use this attack more than once
each minute.
165
CYPHER SYSTEM BESTIARY
SCULT 4 (12)
GM intrusion (group):
Two scults produce a Scults thrive in lightless ruins, whispering. They prefer
sonic-feedback burst basements, sublevels, and underground regions
between them that fills of parking structures. Though somewhat
an adjacent short area
humanoid, their flesh is wormlike, they have
with piercing sound
that stuns targets in the no hair and no eyes, and their entire body
area for one round. serves as one massive ear.
Health: 12
Damage Inflicted: 4 points
Armor: 1
Movement: Short; immediate when burrowing
Modifications: Perception tasks as level 8
Combat: Scults attack with scavenged melee weapons
and firearms.
Scults also have the following traits. Echoperception: Scults can sense incredibly minute sounds
Echospeak: Scults speak to each other so quietly that to and distinguish those sounds from each other even in a noisy
normal creatures, they seem to have telepathy. environment. This sense allows scults to “see” in the dark,
Audio Mimic: Scults can produce incredibly detailed hear hiding intruders as if they were standing in the open,
sounds, including music seemingly played by several and ease tasks that could benefit from hearing normally
different instruments, as well as perfectly match the voice indistinguishable sounds (such as targeting creatures with
of a human or other mutant they’ve previously heard speak. cover by their heartbeats, cracking a safe, and so on).
GM intrusion: The
character comes under
the acharn’s brief mental ACHARN 3 (9)
control and does what
the acharn wishes
Violet-furred, about the size of large child, and often going
on their next turn.
around on all fours like lemurs, acharn have evolved
telepathic abilities, allowing them to communicate with
and manipulate the thoughts of others.
166
MUTANTS | Post-Apocalyptic
TWINE 5 (15)
Given their need for fresh
flesh, twine are sometimes
called “skin vampires.”
GM intrusion: The
Twine biology is supercharged but comes at the cost of exhausting the flesh they were born with
character hit by the
rapidly once they reach adulthood. To cope, twines repair their tissues by grafting other creatures’ skin, twine must succeed on a
fur, hair, organs, and limbs to their own. The grafts soon give out as well and need replacing, too. Might defense roll or lose
one eye, which becomes
grafted to the twine; the
Health: 18 character’s tasks requiring
Damage Inflicted: 5 points perception are hindered
for about a week.
Movement: Long
Modifications: Healing tasks as level 8
Combat: Twines attack twice each round with scavenged
melee weapons or firearms.
Twines regain 2 health each round if they’ve
received a tissue graft from another creature
within the last week.
Twines also have the following traits.
Graft-Ready: Twines accept grafts
of freshly harvested limbs, organs,
or other tissue simply by pressing
the freshly harvested flesh to their
body. The “donated” flesh is quickly
incorporated as a living part of the twine,
though the result is rarely aesthetically
pleasing to others.
Graft Touch: The twine attempts to touch
the target’s bare flesh with their own. If the
attack is successful, the target takes 1 point
of Speed damage (ignores Armor) and must
make a Might defense roll. On a failed roll, the target
takes another 5 points of Speed damage (ignores Armor)
as the twine tears away a portion of the target’s skin and
underlying flesh, which becomes spliced to the twine.
(The regeneration the twine gains from fresh
tissue kicks in on the twine’s next turn.)
COMMUNITY CULTURE
Above and beyond scavenging for food, water, and needful things, what stands out about a particular
mutant group? Options include:
Radbeasts, page 158
d10 Culture
1 Worships and builds faith around a surviving pre- 6 Reveres and lives in a surviving pre-apocalyptic water-
apocalyptic sculpture of huge lion purification complex; daily “restoration” (repair) rituals
2 Only respects those willing to run a radioactive gauntlet 7 Considers it bad luck not to answer every first query with
every year a lie; questions all asked twice
3 Believes musical ability is a marker for true sapience; 8 Destroys surviving pre-apocalyptic equipment and
everyone can play two or more instruments structures where found; “remnants of evil”
4 Adults always wearing elaborate masks; being maskless 9 Ownership and breeding of various radbeasts considered
is worse than being naked a sign of wealth and status
5 Constantly digging down; believes that a perfect nirvana 10 Dye themselves deep reds, greens, yellows; undyed skin
lies somewhere far below is shameful, a sign of punishment
167
CYPHER SYSTEM BESTIARY
Adventure Seed: To
achieve their goal, PCs
RAIDERS 3 (9)
must broker a peace
agreement between two Stripped of humanity by brutal living conditions and their decision to survive no matter the cost,
warring raider gangs. raiders still look human. But beneath that veneer, they’re feral. They’re here to take what’s yours,
starting with your life.
RAIDER LOOT
Raiders usually have some loot squirreled away in
addition to their armor, weapons, and vehicles.
d10 Loot
1 Fireflies in a jar (dim light for a few days)
168
RAIDERS | Post-Apocalyptic
RAIDER FLAVOR
Some raider groups include a few unique individual riders and/or marauders.
169
CYPHER SYSTEM BESTIARY
ZOMBIES 3 (9)
Adventure Seed: The city
workforce is a collection
of zombies rigidly
controlled by electronic
Zombies are creatures whose humanity has been burned out and replaced with
headsets, which begin unquenchable hunger, rage, or a need to infect. They retain just enough intelligence to
to malfunction. identify prey, though they sometimes exhibit surprising emergent behavior, like ants part of
a larger colony.
GM intrusion: When
the character fails to kill
a zombie by rolling an
odd number on an attack
that otherwise would
have been successful,
the zombie’s arm comes
free and animates as a
separate level 2 zombie.
170
ZOMBIES | Post-Apocalyptic
ZOMBIE TWISTS
Besides the potential of an infectious bite, new and surprising twists can keep PCs guessing. PCs prepared for
zombies may gain some sort of advantage. But the thing about zombies that caused the apocalypse is that they
keep overcoming obstacles and finding new ways to spread. Options include:
A concealed zombie lies still as death, hidden to use camouflage, or some other behavior designed
beneath soil or water, until they animate with surprise. to trick potential prey.
Zombies fall through the rotting ceiling above onto Zombies gain the ability to communicate with
the PCs, probably giving them surprise. each other over longer distances, possibly through
What seemed like an encounter with a single zombie infrasound, pheromones, or connection to a mycelial
turns into an encounter with a horde. network reaching miles below the ground.
A zombie tries to transmit their infection at range, A new kind of Zombie Variant that PCs didn’t realize
possibly with projectile vomit. existed prior to their first run-in with them, such as a
A zombie displays some new behavior, such as zombie singer.
limited speech, the ability to create a trap, the ability Zombie singer, page 173
ZOMBIE VARIANTS
AI ZOMBIE 3 (9)
GM intrusion: All electronics
within immediate range of
an AI zombie malfunction,
overwhelmed by strange
radio interference.
AI zombies are born when an artificial intelligence installs themself onto the wetware (in
this case, the brain) of a human. The AI replaces the person’s personality and motivations, AI, page 132
turning them into a shambling creature who only does the AI’s bidding. Sometimes, the
zombie even speaks as the AI, as if the creature were a remotely controlled “terminal.”
An AI zombie has standard zombie statistics, except as follows.
171
CYPHER SYSTEM BESTIARY
GM intrusion: This
particular sprinter’s Speed
ZOMBIE SPRINTER 3 (9)
defense is as level 5.
Movement: Long
Modifications: Initiative as level 5
Combat: Sprinters bite three times as their action.
172
ZOMBIES | Post-Apocalyptic
Combat: Add the following actions. Mesmerize: The singer vocalizes. All living creatures
Summoning Scream: The singer howls, deafening within short range who fail an Intellect defense roll
creatures within immediate range who fail a Might stand entranced and helpless for as long as they keep
defense roll for one minute. A few rounds later, any singing, and a couple of rounds after. The effect ends
nearby zombies in the area begin arriving. early if a target takes damage (such as a singer’s bite).
173
CYPHER SYSTEM BESTIARY
GM intrusion: The
warlord’s successful strike
WARLORDS 5 (15)
breaks a piece of the
character’s equipment.
Warlords rule a band of bloodthirsty
Raiders, page 168 raiders and captured prisoners, treating
them only a little less brutally than the
survivor encampments the warlord’s forces
regularly assault.
Health: 25
Damage Inflicted: 5 points
Armor: 3
Movement: Short
Combat: Warlords attack twice each
round with bladed or spiked melee
weapons or ranged firearms.
Warlords also enjoy at least one
Unique Warlord Advantage.
GM intrusion: The
warlord’s successful attack
knocks the character into
a pit, off a cliff, or into the
path of a speeding car.
174
WARLORDS | Post-Apocalyptic
UNIQUE WARLORD ADVANTAGE
A warlord has one or more of the following options and/or resources they can use in combat.
Fierce Leader: A warlord often leads the raiders Powered Gauntlet: Warlord’s power gauntlet grabs
they command, fighting at the forefront and issuing a foe and automatically deals damage from crushing
orders. All underlings deal 1 additional point of until the foe escapes
damage when the warlord can see them and issue Skystrike: Calls in a “skystrike” using a battered
commands. wristband; a round later, a missile launched from
Protected: A warlord’s Speed defense tasks are a surviving pre-apocalyptic satellite strikes nearby,
eased if there is at least one underling in immediate inflicting 10 points of damage on all creatures within
range of the warlord who is able to use their action to a short area who fail a Speed defense roll and 2 points
help their leader. even on those who succeed (depletion: automatic)
Death ray (level 7): On a failed Might defense task, Run Over: The warlord attacks from an open‑canopy
necrotic energy inflicts 7 points of Speed damage vehicle (driven by another raider); the vehicle
(ignores Armor) or 3 points even if successful attempts to run over up to three PCs in an immediate
(depletion 1-2 in 1d10). area that aren’t also in a vehicle. Those who fail
Rocket launcher (level 7): long-range weapon a Speed defense roll are struck and flung a short
inflicts 7 points of damage on targets in an area an distance by the impact. The impact deals 8 points
immediate distance across (depletion: 1-2 in 1d6) of damage, and PCs that fail a Might defense roll
Fire thrower (level 7): immediate-range weapon descend one step on the damage track. The warlord
inflicts 7 points of damage on all targets within can usually only make one such attack per encounter.
immediate range (depletion: 1 in 1d10) Release the Beast: Gives the command to “release
Force shield (level 5): Static field blocks all incoming the beast;” a radbeast loyal to the warlord charges
attacks against the warlord for one round (depletion into the fight
1-2 in 1d10)
Vehicle: level 4
WARLORD NAMES Radbeasts, page 158
A warlord takes a name that sounds intimidating or impressive, or both. Options include:
Havoc, Slag, God of Slaughter, Mordor, The Omega, Sinter, Fallout, Bane,
Bullet Lord, General Saw, Splith, Rash, Elephant, Ravenor, Scorch, Vandal
Sal, Moonbreaker, The Flood, Shiver, Bringer of Tears, Slash
175
CYPHER SYSTEM BESTIARY
PART 8:
WEIRD WEST
A weird west setting combines familiar
Western tropes with supernatural elements.
Blending an idealized version of the American
Old West—including rugged landscapes,
gunfights, gunslingers—with cryptids, magic,
and otherworldly beings forges a completely new
setting. Characters in a weird west setting can
explore a frontier different and more fantastic
than what history books describe.
CREATURES
Cursed beasts. . . . . . . . . . . . . . . . . . . . . . 178
Gunslingers . . . . . . . . . . . . . . . . . . . . . . . 182
Forgeborn. . . . . . . . . . . . . . . . . . . . . . . . . 184
Lawmen. . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Strange folk. . . . . . . . . . . . . . . . . . . . . . . . 190
Ghost riders . . . . . . . . . . . . . . . . . . . . . . . 194
176
Part 8 | Weird West
WEIRD WEST ADVENTURES DESPERADO PERSONALITY TRAITS
If you’re looking for some basic inspiration
for a weird west encounter, adventure or d20 Trait
setting, use the following tables to further 1 Gambling 11 Impulsive
develop outlaw desperados the PCs are 2 Opportunistic 12 Merciless
likely to face. 3 Bad-tempered 13 Wiseacre
For instance, the gunslinger the PCs face
4 Insensitive 14 Gluttonous
might be a no-good, spiteful bastard, but
maybe they started on their current path 5 Arrogant 15 Full of doubt
because they were cursed by a ghost rider. 6 Thrill-seeking 16 Skeptical
Discovering a gunslinger’s true motivations 7 Temperamental 17 Brash
adds layers to any encounter and could spark 8 Spiteful 18 Apathetic
further adventures later. 9 Ruthless 19 Argumentative
10 Tyrannical 20 Jealous
DESPERADO MOTIVATIONS
d20 Motivation
1 Avenge murdered loved ones 11 Escape from pursuing lawmen
2 Keep the dead from coming back 12 Threatened by desperados, who will
3 Seek justice, no matter what murder their loved ones
others think 13 Find redemption for what
4 Survive the harsh frontier they’ve done
5 Learn magic 14 Commanded by God
6 Cursed by a ghost rider to act thusly 15 Explore otherworldly frontiers
7 Build a reputation/infamy 16 Learn the truth, no matter the cost
8 Possessed by a demon 17 Unearth an ancient magical artifact
18 Find a cure for loved one’s curse Demons, page 54
9 Claim land on the frontier
10 Wipe out cursed beasts 19 Addicted to opium
and strange folk 20 Find gold
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CYPHER SYSTEM BESTIARY
CURSED BEASTS
Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery.
Other times they are creatures of the past that time would’ve been better off forgetting.
CHUPACABRA 3 (9)
GM intrusion: The
chupacabra bites the
Part huge dog, part crocodile, and quilled like a porcupine, a chupacabra can move on four
character’s weapon hand,
dealing normal damage and legs or just two. A chupacabra preys on livestock or lone travelers, leaving their prey drained
disarming the character. of blood and survivors with no memory of the encounter.
178
CYPHER SYSTEM BESTIARY
GM intrusion: The
character is attacked
QUETZALSAUR 6 (18)
again by the quetzalsaur’s
battering wing, even
if the creature already Pulled out of time by cursed magic, this giraffe-sized flying monstrosity has an elongated,
attacked this round. spike‑shaped face and a 40-foot (12 m) wingspan.
Health: 33 Carry Off: The quetzalsaur attacks the smallest target, and if
Damage Inflicted: 7 points successful, the target takes damage and must succeed on a
Armor: 2 Might defense roll. On a failed roll, they are carried aloft. They
Movement: Immediate; long when flying can attempt a Might roll each round as their action to escape,
Modifications: Speed defense as level 4 due to size but if successful, they fall from whatever height the beast
Combat: A quetzalsaur attacks with their beak. has achieved.
Enhanced by cursed magic, a quetzalsaur
also has the following abilities.
Cursed Pellet: Once in any conflict, the
quetzalsaur uses their action to vomit
up a mass of fur, bones, feathers,
and metal from previous meals that
animates as two separate zombies that
defend the quetzalsaur.
Terrifying Gaze: As part of another
action, a quetzalsaur fixes a target in
short range with their gaze. On a failed
Intellect defense roll, the target becomes
terrified, freezing or running away on
their next turn. Once a creature
succeeds on their defense roll or
is affected, they are no longer
subject to the gaze.
GM intrusion: A
character hit by the grizzly
bull’s horn attack takes
damage normally and is
knocked prone, allowing DEATHTUMBLER 3 (9)
the bull to make an extra
horn attack immediately.
Rolling with the wind or against
it, deathtumblers are prickly,
human‑sized tumbleweeds
whose “thorns” are actually
GM intrusion: A pack of animal fangs.
four more deathtumblers
rolls in with the night.
Health: 9
Damage Inflicted: 4 points
Movement: Long
Modifications: Speed defense as level 4 due to
size; disguise (when playing dead) as level 6
Combat: A deathtumbler slashes with their toothed branches.
Mundane melee and ranged attacks only inflict 1 point of Scratchy: Any creature that strikes a deathtumbler with a melee
damage on a deathtumbler, even if successful. Magic, fire, attack takes 2 points of damage from the fanged, lashing
and area attacks inflict full damage. branches.
Deathtumblers also have the following traits. Play Dead: If threatened, a deathtumbler can use their action
Necrotic Surge: A deathtumbler that rolls in with surprise to roll a long distance into the night and take the shape of
attacks all creatures in an immediate radius. Each creature rotting carrion—a lost cow, a bison calf, elk, etc.—with a
that is hit takes damage and must succeed on a Might mouth full of tumbleweed. Each round they maintain this
defense roll or suffer 3 additional points of Speed damage shape, they regain 1 health, but they lose their resistance to
(ignores Armor) from a lifedraining surge.
mundane attacks.
180
Cursed Beasts | Weird West
GM intrusion: The jackalope
creates an illusion that the
JACKALOPE 2 (6) character is entombed in a stone
casket. At the end of their next
turn they can start attempting
A jackrabbit with the horns of an antelope, difficulty 5 Intellect defense rolls
jackelopes are mischievous creatures full of to see through the illusion.
dangerous tricks.
Health: 9
Damage Inflicted: 3 points
Movement: Long; immediate when burrowing
Modifications: Speed defense as level 4 due to size
and quickness; stealth and illusions as level 5
Combat: Jackalopes gore with their antlers.
Jackalopes also have the following traits.
Lure Away: The jackalope shows themself to one creature
within long range, usually emerging from behind a creosote canyon, a safe path across a tar pit, or a tidy camp complete
bush or boulder where they were hiding. On a failed with a fire and beans in the middle of what’s actually a
difficulty 5 Intellect defense roll, the target takes off after ghost-haunted burial site.
the jackalope without a word to their allies. Once lured, the Accursed Theft: If the jackalope can sneak up on a sleeping
jackalope uses their high movement and stealth to lead the or distracted creature, they steal a small personal object—
enchanted target into a ravine, lure them into the den of a wallet, badge, spur, hat, etc.—from a target if the target
grizzly bull, or try to get them lost. fails a difficulty 5 Intellect defense roll. Once they get away
Illusion: The jackalope creates an illusion that can be with the object, the jackalope buries the object under a few
contained in a short area that lasts for up 10 minutes or feet of earth, cursing the target. Until the target finds and
until physically interacted with. The illusion is one meant to retrieves their stolen personal object, they lose access to
draw onlookers into danger, such as a rope bridge across a their 1-action recovery roll each day.
181
CYPHER SYSTEM BESTIARY
GUNSLINGERS 4 (12)
GM intrusion: The
character’s attack
Gunslingers are outlaws who
should have dropped the rob trains and carriages,
gunslinger, but instead grim-faced folks pursuing a
the gunslinger acts burn‑it‑all‑down vendetta,
immediately, even if it is
not their turn, gaining 10 vigilantes seeking justice on
health and an asset to their their own terms, or young
actions for one minute. bucks chasing notoriety.
Health: 18
Damage Inflicted: 6 points
Armor: 1
Movement: Short; long while riding a horse
Modifications: Initiative as level 7
Combat: A gunslinger makes a long-range
pistol attack, relying on their lightning-
quick reflexes to get off the first shot.
Quick to anger and to the draw, most know
a Gunslinging Feat or two.
182
Gunslingers | Weird West
GUNSLINGING FEATS
A gunslinger can perform fantastic feats of firearm proficiency. In a weird west setting, those skills are all the more
incredible as this alternate timeline embraces magic, including one or more of the following.
Quick Draw: If the gunslinger attacks Continuous Fire: Each time a foe attacks, Surgically removing
before their foes, their first attack is eased the gunslinger returns fire with their bullets requires a
successful difficulty 4
and they deal +2 points of damage with pistol, attacking up to six times in this healing task and 10
that attack. fashion before pausing. minutes of surgery with
Extra Shot: The gunslinger makes an Hexed Bullets: The gunslinger’s rounds, sharp knives. Whether
additional pistol attack each round. purchased from a ghost rider, stay in the task succeeds or not,
the target takes 4 points
Shoot to Wound: The target damaged the wound on a hit. Each must be later of ambient damage.
by the gunslinger’s firearm attack is surgically removed (inflicting 1 point of
compromised, hindering their tasks, ambient damage for each) or the target is Gunslingers normally
including attacks and defenses, until they cursed. Curses vary, including: reload after firing six
shots, though they can
gain at least 2 points of healing. (Multiple • Fragment of malevolent spirit in bullet usually do so quickly
attacks don’t create multiple hindrances.) whispers to target, urging target to turn enough to get off at
Building on Success: Every hit with their on allies. Target’s tasks are hindered. least one shot as part
pistol increases the gunslinger’s damage • Wound festers and corrupts. Target of the same action.
by 1 (to a maximum of +10) for the rest of descends one step on the damage track
the combat, even if they’re shooting at a each day.
different creature each time. • Target is subject to GM intrusions
Instant Reload: In an amazing display of which cause them to attack their allies. Adventure Seed: Word
agility, the gunslinger reloads their pistol as • Target begins to transform into is that a gunslinger and
her crew are preparing
part of any other action. If the target sees a mundane armadillo or snake; to rob the next train.
and fails an Intellect defense roll, they’re transformation is complete at the
distracted, and if the gunslinger attacks next sunrise.
them on that turn, the attack is eased. • Wraiths come for the target each night Wraiths, page 32
at 3 a.m.
183
CYPHER SYSTEM BESTIARY
FORGEBORN 6 (18)
Most forgeborn Forgeborn—also called golems—are animate figures of metal, reanimated flesh, or other
can’t speak. normally inert materials constructed for a specific purpose.
184
Forgeborn | Weird West
FORGEBORN VARIANTS
In a weird west setting, forgeborn have a wide diversity of form and substance. Ghost riders, page 194
Adventure Seed: A
LOCOMOTEM 6 (18) gunslinger has been
making a name for
themself by raiding
coaches with the help of
A locomotem is a 20-foot (6 m) tall humanoid figure alchemically what people describe as
fabricated from a coal fed steam-train engine. a “walking train engine.”
A locomotem, or “locomotive forgeborn,” has standard
forgeborn statistics, except as follows. Gunslingers, page 182
185
CYPHER SYSTEM BESTIARY
GM intrusion: The
forgeborn butts or hits the
character with such force
FLESHMARE 4 (12)
that they are thrown a
short distance away, which
inflicts an additional A fleshmare, or “horse golem,” is made
3 points of damage. from the stitched-together reanimated
flesh harvested from several recently
deceased horses.
An alchehemoth’s maker
or ally can also request a
ALCHEHEMOTH 5 (15)
shot of whiskey from the
forgeborn, which is promptly
delivered in a shot glass. An alchehemoth is a 10-foot (3 m) tall humanoid figure
alchemically fabricated from a metallic whiskey still.
186
Deadshot | Weird West
LIGHT-ACTIVATED FORGEBORN
Some forgeborn, especially those charged with guarding a tomb, cave, or underground prospector’s staked claim,
become quiescent in complete darkness, essentially switching off. But the dimmest candle’s glow of a would-be
graverobber and claim jumper is enough to rouse them to full awareness and activity.
Light-activated forgeborn can still act in complete darkness, but they are blind and suffer penalties to attack and
defend normally.
DEADSHOT 5 (15)
A deadshot, standing about 8 feet (3 m)
tall, is made from the stitched‑together
reanimated flesh of several recently
deceased gunslingers.
GM intrusion: The
Health: 27 defeated forgeborn falls
Damage Inflicted: 7 points on the character, dealing
Armor: 4 damage and trapping the
character beneath the
Movement: Short forgeborn’s considerable
Modifications: Intellect defense as level weight. The character is
2; initiative as level 8 helpless until they can
Combat: A deadshot makes a escape with a successful
Might roll on their turn.
long-range pistol attack, relying on their
supernaturally‑grafted reflexes to get off the first
shot.
Deadshots also have one or more of the following
additional traits.
Empty the Cylinder: The deadshot makes six
long‑range pistol attacks as their action (no
more than once per day), either split between up
to six targets, or against just one.
GM intrusion: The
Flesh Rounds: One shot out of every six is a slug forgeborn steps on
of necrotic flesh formed from the deadshot’s own the character, dealing
body. If the bullet strikes true, the target takes damage damage and trapping
the character’s foot
and must succeed on a Might defense roll. A failed beneath the forgeborn’s
roll means the necrotic bullet deals an additional 3 considerable weight.
points of damage (ignores Armor) each round until The character can’t get
someone spends an action extracting the bullet with a away until they wrench
free with a successful
successful difficulty 4 healing task. Might roll on their turn.
Resistant: As standard forgeborn.
Temperamental: As standard forgeborn.
187
CYPHER SYSTEM BESTIARY
LAWMEN 5 (15)
Driven by a dream of justice, lawmen
enforce the law on the untamed,
sometimes demon‑haunted frontier.
Health: 20
Damage Inflicted: 6 points
Armor: 1
Movement: Short; long while riding a horse
Modifications: Might defense as level 6
Combat: A lawman attacks a target within
long range with a rifle.
Lawmen also often have at least one
Lawman Grit ability.
LAWMAN GRIT
GM intrusion: The Lawmen are more likely to be iconic figures if they have a little something extra, such as one
lawman’s expert rifle shot or two of the following abilities. In a weird west setting, grit often includes a touch of magic.
also causes the character
to descend one step on
the damage track. Legendary Rep: Tasks made in opposition to the lawman, including attacks and defense,
are hindered for anyone who’s heard of but hasn’t previously crossed paths with them. As
soon as anyone in a group opposing the lawman deals damage to the lawman (or beats
them in a card game or similar competition), the hindrance dissipates.
Fighting Wounded: The first two times in an encounter that a lawman would normally
Lawmen normally reload succumb to their wounds (having lost all their health), they instead gain a second wind
after firing six shots, (and 10 health).
though they can usually
do so quickly enough to
Banishing Rounds: Supernatural targets (undead, ghosts, cursed beasts, characters
get off at least one shot as with protective spells, etc.) take full damage from the lawman’s attack, gaining no benefit
part of the same action. from Armor, intangibility, or other protection, and losing any automatic healing ability for
one minute.
Continuous Fire: Each time a foe attacks, the lawman answers the attack with their rifle,
attacking up to four times in this fashion before pausing.
188
Lawmen | Weird West
LAWMEN NAMES
Lawmen generally go by their own names, though LAWMAN CATCHPHRASES
some also include their office. Options include: Lawmen who have a reputation are sometimes
associated with characteristic sayings, such as:
Ameillia Sage, Ezekiel Kane, Marshal McCallister, • “We ride!”
Rosalind Sawyer, Luke Dillon, Sheriff Grace Monroe, • “I’m here to settle things
Caleb Earp, Jessamine Cassidy, Eli Patterson, Miranda for good.”
Sanchez, Ranger Jack Star, Cole Montgomery, • “Don’t try me.”
Deputy Maya Ramirez, Samson Drywater • “There’s a new sheriff in town.”
LAWMAN FASHION
Besides displaying their deputy, sheriff, marshal, or ranger badge, a lawman may have a
particular style.
ARTICLES OF POWER
A lawman might have a magical curio bequeathed to them by a mentor or given as a gift of appreciation, such as
one of the following level 5 artifacts (depletion: 1 in 1d10).
Deck of cards that loses one card each time the Tracker’s map that shows location of quarry; requires
lawman would otherwise die; lawman instead retains an article of clothing of the target to use
1 health Lariat that renders a successfully attacked foe within
Whiskey shot glass that refills itself short range helpless until they can escape
Enchanted badge that eases wearer’s persuasion Bowie knife that allows bearer to see spirits and
tasks by two steps invisible things as reflection in blade
Pistol that fires ghost bullets that ignore living flesh Rune-etched cuffs that prevent a prisoner from using
but otherwise act as Banishing Rounds magic they may normally have
189
CYPHER SYSTEM BESTIARY
STRANGE FOLK
Out west, downright strange folk sprout up out of nowhere like tumbleweeds in a dust storm. There’s no telling
how they’ll react when they meet you.
Health: 24
Damage Inflicted: 5 points
Armor: 1
Movement: Short; short when climbing
Modifications: Wilderness survival and magical lore tasks
as level 7
Combat: A wild one batters prey twice each round with
huge fists.
A wild one can also take the following actions.
Demolish: An artificial structure or vehicle of level 6 or
lower within immediate range collapses under the wild
one’s furious assault.
Haunting Roar: The wild one unleashes a heart-stopping roar.
Creatures in an adjacent short area that fail an Intellect defense
roll spend their turn running away as far and fast as they
can get.
Wild Shape: The wild one melts into the form of a bison, wolf,
kestrel, or other animal, or sometimes a tree such as a mighty
pine or oak, and evades notice.
Nightmare: The wild one curses someone who has hurt them or
trespassed into their caves. The curse seems toothless, until later;
each time the target sleeps, they experience a terrifying nightmare
and, on a failed Intellect defense roll, take 5 points of Intellect
damage (ignores Armor). Three successful defense rolls end the
Nightmare curse.
190
Strange Folk | Weird West
GM intrusion: The
owl wight coughs up a
gelatinous sticky mess
that holds the character
in place until they
succeed on a Might-based
task to break free.
191
CYPHER SYSTEM BESTIARY
LYCOYOTL 3 (9)
Of all the strange folk, lycoyotls are most likely to be found near
human towns or mines, or even involved in a relationship with a
GM intrusion: The human. They sometimes appear as wiry people who love a joke, a
character realizes they’ve prank, and games of chance. Other times they revert to their
been pickpocketed,
maybe by the skinny
natural form: big coyotes ranging out into the night to answer
person with the lopsided haunting lycoyotl howls, the purpose of which they never
grin standing nearby. reveal even to humans they form bonds with.
192
Strange Folk | Weird West
GM intrusion: Two
SARSAN 4 (12) more sarsans burrow
up from the earth
and join the fight.
Health: 12
Damage Inflicted: 5 points
Armor: 1
Movement: Short; immediate when burrowing
Modifications: Mining and metallurgy tasks as
level 6
Combat: A sarsan attacks with a pickaxe or
a short-range shotgun blast.
A sarsan can also take one or more of the
following actions.
Venomous Clamp: The sarsan’s bite inflicts
damage, and on a failed Might defense roll, the
sarsan grabs the target and keeps chewing. A
grabbed target’s tasks are hindered, and they
take damage each round until they can escape
with a Might-based roll as their action. Sarsan
venom remains in the wound either way, and on
a subsequent failed Might defense roll, the target
feels burning pain, dizziness, and nausea, which
hinders the target’s tasks by two steps for the next
10 minutes.
Summon Rock: Once each day a sarsan can
summon a chthonian sprit that animates a tumble
of mined rocks, creating a rock demon that does
the sarsan’s bidding for 10 minutes.
Dynamite: The sarsan ignites a dynamite fuse with
a minor spell and tosses it up to a short distance
away. Targets in an immediate radius of the
dynamite who fail a Might defense roll take 5 points
of damage. If underground, targets that fail their
defense roll take 10 points of damage from the
blast and subsequent collapse of the tunnel or
cavern, and they are trapped. Escaping a collapsed
tunnel or cavern is a difficulty 6 Might task.
Rock demon:
level 5; Armor 3
193
CYPHER SYSTEM BESTIARY
194
Ghost Riders | Weird West
GHOST RIDER APPEARANCE
Every ghost rider is distinguishable from others, sometimes related to the kind of disaster GM intrusion: The
they provoke. Other standout features include the following. event the ghost riders
are harbingering
d10 Feature suddenly arrives or
1 Instead of a sword and pistol, uses a whip or lasso of blazing fire increases in intensity.
195
CYPHER SYSTEM BESTIARY
CREATURE INDEX
abysmal......................................52 energy-wielder supervillains....146 pirate captains.......................... 80 werebeasts................................ 64
acharn..................................... 166 faeries.........................................74 posthumans............................. 134 werefox....................................65
adventurers................................16 fleshmare.................................186 quetzalsaur.............................. 179 werelion.................................. 66
AIs (artificial intetlligences).... 132 forgeborn.................................184 radbeasts................................. 158 wereshark............................... 66
alchehemoth............................186 fungoid supervillain..................151 radimorph ............................... 158 werespider............................. 67
aliens........................................128 gadgeteer masterminds.......... 138 radioactive bear...................... 160 werewolf..................................65
animalistic supervillain............151 ghosts....................................... 44 raiders......................................168 West wind..................................85
assassins................................. 106 ghost riders..............................194 fell rider ............................... 169 wild one................................... 190
atomus..................................... 161 giants.........................................38 marauder ............................ 169 wind child...................................85
billionaires............................... 112 glowing roach ......................... 159 robots....................................... 118 winds, magical.......................... 84
bounty hunters........................108 goblins.......................................18 companion robot.................. 119 witches......................................90
cannibals..................................162 grizzly bull................................180 infantry robot........................ 121 wizards...................................... 30
chupacabra.............................. 178 gunslingers..............................182 nanny robot...........................120 great wizard............................ 31
cosmic beings.......................... 154 hackers.....................................102 technician robot.................... 119 mighty wizard......................... 31
crafted creatures....................... 88 harmattan..................................85 worker robot.........................120 wraiths.......................................32
crime bosses............................. 98 haunted houses.........................58 rogue supervillains.................. 152 wraith lord...............................33
criminals..................................144 huntmasters.............................. 86 sarsan.......................................193 wyrm...........................................10
cursed beasts........................... 178 insectoid supervillain..............150 satyr........................................... 76 zombies...................................170
cyborgs.....................................126 insidious spawn........................ 50 scult......................................... 166 AI zombie...............................171
deadshot.................................. 187 jackalope.................................. 181 secret agents........................... 104 zombie hulk.......................... 172
deathtumbler...........................180 killer toys................................... 68 serial killers............................... 48 zombie singer....................... 173
demons......................................54 lawmen.....................................188 shelleton..................................164 zombie sorcerer.................... 173
detectives................................. 110 locomotem............................... 185 space troopers.........................122 zombie spitter....................... 173
devouring mass......................... 51 lucifan ..................................... 165 speedster supervillains............142 zombie sprinter.................... 172
dragons....................................... 8 lycoyotl.....................................192 strange folk............................. 190
dwarves......................................14 mermaids.................................. 94 strong supervillain...................148 MAP INDEX
elder dragon...............................10 monstrous supervillains..........150 things........................................ 50 Basic Billionaire Bunker...........115
elementals................................. 22 mutants....................................164 time travelers...........................124 Basic Crime Boss Safehouse.. 100
air elemental.......................... 26 nightcrawler............................. 181 trolls.......................................... 36 Basic Dragon's Lair.................... 11
earth elemental...................... 24 North wind.................................85 twine.........................................167 Basic Gadgeteer Mastermind
fire elemental..........................23 nucleoptera ............................. 159 unicorns.................................... 82 Lair ...................................... 140
ice elemental.......................... 28 orcs............................................34 vampires................................... 62 Basic Giant’s Lair...................... 40
lightning elemental.................27 orc veteran.............................. 35 vampire lord........................... 63 Basic Goblin Lair.......................19
thunder elemental................. 29 outlaws.......................................72 vampire, transitional............. 63 Basic Thing Lair......................... 53
water elemental......................25 owl wight ................................. 191 warlords................................... 174 Basic Witch House................... 92
elves...........................................12 pirates....................................... 78
TABLE INDEX
Adventurer’s Advantage............ 17 Distinctive Pirate Looks and Initial Manifestation..................45 Signature................................... 49
Against the Giants.....................41 Habits.....................................81 In-Progress Crimes.................. 145 Sinister Means...........................59
AI Effect.................................... 133 Dragon Personalities.................. 9 Jump Scares...............................43 Spectral Dominion....................61
AI Form.................................... 133 Dwarf Beards and/or Braids..... 15 Key to Destruction.....................59 Speculative Elements...............117
Alien Activity............................130 Dwarven Treasure...................... 15 Killer Toy Appearance............... 69 Strong Supervillain Look.........149
Alien Appearance.....................129 Elemental Shape....................... 22 Lawman Fashion......................189 Speedster Supervillain Look ... 143
Alien Communication Secrets..129 Employer..................................107 Line From an Elven Song Subordinates and Network
Alien Objectives........................131 Encountered with Satyrs............77 or Lay...................................... 13 of Underlings....................... 101
Alternative Billionaire Attacks..113 Energy Wielded........................ 147 Loot in a Giant’s Bag................ 39 Supervillain Motivations......... 137
Before They Died.......................47 Energy-Wielder Magical Talismans...................... 7 Supervillain Personality Traits.... 137
Billion-Dollar Look................... 114 Supervillain Look.................. 147 Memorable Attribute................. 17 Supervillain Power Origins...... 137
Billionaires in the News.......... 114 Epic Quests................................. 7 Mermaid-Human Conflicts.......95 Survivor Communities............ 157
Blown by the Wind.................... 84 Fabled Foe................................. 89 Moral Lessons...........................71 Temporal Schemes.................. 125
Bounty Hunter Associates...... 109 Faerie Weaknesses.....................75 Motive and/or Unfinished The Unexplainable Explained... 97
Bounty Hunter Fashion.......... 109 Fairy Tale Villains.......................71 Business................................ 46 Transformation Causes............ 67
Cannibal Severing-Bite Effects...163 Former Occupants.....................61 Mundane but Exciting ............. 97 Troll Appearance........................37
Cheerful Followers.....................73 Found in a Dragon’s Hoard...... 11 Mythical Pirate Booty ...............81 Trouble in the Community...... 157
Community Culture.................167 Found in a Troll Sack.................37 Orc Appearance......................... 35 Trusted Companions................111
Cosmic Being Appearance...... 155 Gadgeteer Mastermind Orc Obscenities......................... 35 Vampire Aversions.................... 63
Cosmic Embodiment............... 155 Supervillain Look.................. 141 Owners and Other Robot Warlord’s Cult of Personality....175
Crafted Yearning....................... 89 Ghost Rider Appearance......... 195 Associates............................ 119 Weird Things Strange
Crime Boss Loot...................... 101 Giant Motives........................... 40 Personal Mutant Goal............. 165 Folk Do.................................192
Criminal Operations and Giant Pets................................. 39 Place of Business......................111 Werebeast Origins.................... 67
Illicit Ventures....................... 99 Goblin Activity.......................... 20 Posthuman Appearance.......... 135 What A Thing Wants.................. 53
Curse Effects............................. 93 Goblin Loot............................... 20 Power Armor Customizations.123 Whimsical Elements..................71
Cursed Wraith Origin................33 Goblin Traps..............................19 Rad Effect................................. 158 Witch Trove............................... 92
Cyborg Appearance.................. 127 Haunted Buildings....................61 Raider Loot .............................168 Wizard Appearance................... 31
Demonic Forms.........................56 Haunted Locations....................47 Reasons They Time Travel....... 125 Wraith Appearance....................33
Desperados and Compadres ... 183 Horrible Appearances................ 53 Rogue Motif............................. 153 Zombie Distinguishing
Desperado Motivations........... 177 Incapacitating Attacks.............. 49 Satyr Loot...................................77 Feature...................................171
Desperado Personality Traits.. 177 Inciting Unsettling Event...........43 Secret Agent Fake Identities....105
Did You See That?..................... 97 Initial Interaction.......................45 Secret Agent Gadgets..............105
196
CYPHER SYSTEM BESTIARY GOBLINS | Fantasy
GOBLIN TRAPS GOBLIN LOOT GOBLIN TACTICS
Goblin traps are simple but well-built level 5 mechanical ambushes affecting an immediate area, designed to allow a Most goblins carry a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus a Goblins attack from the shadows with ambushes and hit-and-run tactics, including
goblin to run past or through them without triggering them, but requiring others to succeed on a Speed defense roll handful of mismatched coins equivalent to an inexpensive item. But some carry something a little more interesting, the following.
to avoid them. Options include: such as the following. Many items could be sold for a moderately priced sum of coins.
Surprise: When they have surprise, Ranged Attack: Goblin sentries linger
d6 Trap (level 5) d20 Valuable and/or Interesting Loot goblins attack as level 4 creatures and in walled-off galleries overlooking an
1 Avalanche; affected targets crushed under boulders and scree for 5 1 Golden backscratcher resembling a bird’s leg 12 Wand that shoots streams of harmless glitter deal 2 additional points of damage entrance tunnel set with narrow arrow
points of damage each round until they can escape. and talons 13 Gold earrings with tiny (shrunken, preserved) dangling (4 points of damage total). slots, providing the goblins complete
2 Net snare; affected targets caught and hauled into the air in the net 2 Perfumed collection of soaps human heads Draw into Traps: After their initial cover (so they can’t be attacked by Cover, page 220
until they can escape; goblins spear helpless targets in the meantime 3 Herb tin containing fine smoking tobacco 14 Necklace of dragon fangs (enrages dragons who see it) attack, goblins fall back, attempting to conventional means by anyone not within
(treat goblins as if they have surprise). 4 Keyring containing several keys, some pristine, draw larger prey into level 5 traps they’ve immediate range of an arrow slot). The
15 Golden baby rattle displaying crest from nearby
3 Tripwire on stairs; affected targets tumble down flight embedded with others rusted kingdom set, or into the arms of more powerful goblins pepper those passing through
glass shards, taking 6 points of damage. 5 Jar containing a sample of scintillating, glowing slime allies the goblins know about. with rocks, arrows, and bolts.
16 Sewing kit with untarnished silver needles and supply of
4 Iron ram swings down from ceiling; affected targets take 7 points of 6 Vial holding a madly flapping dragonfly with red eyes silk thread Retreat: After an attack, goblins flee Play Dead: Goblins may play dead after
damage. through tunnels just large enough an encounter with invaders, then rise up
7 Bottle of rare wine stolen from an elven cellar 17 Loaf of elven honey bread that tastes better than
5 Tripwire in corridor; if triggered, a dozen poisonous spiders (level 1; 8 Packet of dried mushrooms (hallucinogen) anything for their small statures, too large for and stealthily trail their attackers, waiting
attacks as level 3 and inflicts 3 points of damage from poison) drop humans to follow, unless the humans to make an attack when the invaders have
9 Fabulous hat with red and gold feathers 18 Jar of foam that tames even the wildest of manes or
from ceiling hatch. are willing to risk squeezing through set camp or when the invaders encounter
10 Clockwork figurine of a cat that walks about a surface beards
6 Tripwire in corridor; if triggered, rolling boulder hurtles down corridor,
19 Animated tongue (level 1) that always squirms west the narrow tunnels and becoming stuck another threat.
if wound up
hindering Speed defense rolls by two steps and inflicting 8 points of and vulnerable. The retreating goblins Betray: If they know they’re outmatched,
11 Silver locket showing a picture of a glowing, 20 Big black thigh-high boots that ease jumping and
damage, or 3 points even with a successful roll. will attempt to use another tactic later at goblins surrender and cooperate. But they
multicolored egg balancing tasks (artifact level 5; depletion: –)
some other point in their lair. watch for the first sign of outsiders letting
Overwhelm: If more four or more their guards down, then attack with GM intrusion: The
goblins can be gathered for every foe surprise and flee. goblin’s attack was
Price categories,
GOBLIN ACTIVITY faced, the goblins try to overwhelm
poisoned and the
character struck must
page 202 When characters come upon goblins unawares, what are the goblins up to? Options include: invaders in a narrow space that’s fine for make a Might defense
goblins. In these conditions, each goblin’s roll or immediately
d20 Activity move one step down
attacks are eased by two steps and deal
1 Mucking out an area that apparently was previously used as an improvised latrine the damage track.
2 additional points of damage (4 points
2 Roasting a variety of kidnapped dwarves on spits over smokey fires of damage total) until invaders can break
3 Drinking stolen ale and proceeding to become horrifically inebriated out into wider tunnels and caves, or
4 Putting together/resetting a trap; a few mistakes have caused some earlier casualties until fewer than four goblins per invader
5 Exploring a new area, using a cave wolf (level 3) to sniff the trail forward remain part of the encounter.
GM intrusion: Another 6 Holding an impromptu rat race in a short maze; each rat is illegibly numbered with red mud
goblin stealthily got
behind the character, 7 Grooming out nits, ticks, and fleas from a larger goblin (level 3) who takes it as their due
and the character 8 Looting the corpses of trapped and killed adventurers
trips over the creature GOBLIN ALLIES
9 Feeding a bonfire with tomes, scrolls, paintings, and other burnable stuff stolen from a
and falls prone. Goblin allies may hold the goblins in contempt but will act with the goblins in a pinch.
human city
Options include:
10 Beating each other with sticks while they screech and bicker about nothing
11 Sniggering and chortling as they graffiti an area with a handful of obscenities using manure An ogre named Ironclaw who works A group of four adventurers called the Ogre, page 346
12 Overseeing a couple of captive dwarves (level 2; excavation as level 5) in digging a new tunnel with the goblins so long as ale is supplied Fireheart Delvers who were tricked into an Shadow elf, page 352
13 Repairing broken weapons, crafting new ones from scavenged human-sized weapons daily alliance
14 Betting on who can spit the farthest; losers are roundly smacked about A group of three shadow elves who seek Five cave wolves (level 3) used as Adventurers, page 16
15 Stitching wires into the bones of defeated foes to create gruesome marionettes to employ the goblins as spies mounts and trackers, and in a pinch,
A giant with difficulty walking who relies defenders Giants, page 38
16 Carrying a human corpse on a palanquin; the corpse is dressed in bright colors and thorn
crown on the goblins to lead prey to them A couple of blind trolls the goblins have Trolls, page 36
A wizard named Celestri of the managed to trap in a deep, wide pit Wizards, page 30
17 Bricking over access to a cell holding kidnapped hostages whose relatives can’t afford a
Forbidden Whisper who thinks the An assassin who goes by the name Assassins, page 106
ransom
goblins serve her Aldric Moonblade who finds it funny to
18 Napping in a pile of snoring, farting, twitching goblins; a couple snuggle with rag dolls
A cave haunted by ghosts that normally help the goblins Ghosts, page 44
19 Dropping boulders down a pit and laughing uproariously at the sounds of distant crashing
leave the goblins alone Another community of goblins with a
Dragons, page 8 20 Being very, very quiet and afraid because they just managed to escape an enraged dragon population of about fifty individuals
17–18 Spellbook 51–52 5-gallon drinking horn 85–86 Jar of fireflies who isn’t too bright, serves as an a few weapons—have been showing
19–20 Talking mirror 53–54 Cloak of invisibility 87–88 Box of whispers evil wizard’s lackey and muscle. The up at market. If traced, it all comes
giant is forced to serve the wizard from a thief who claims they’re
21–22 Jar of darkness 55–56 Jar of starlight 89–90 Chunk of coal
because the wizard keeps the giant’s pilfering it from a giant’s lair they
23–24 Human heads 57–58 Cask of oil 91–92 Wand of lies
daughter hostage. have been sneaking in and out of for
25–26 Pinch of dream dust 59–60 Sack of salt 93–94 Gross of incense several months.
27–28 Gilded flute (expensive) 61–62 Huge brass lamp 95–96 Hero’s journal, ends abruptly
29–30 Rolled-up portal to Hell 63–64 Nesting figurines (expensive) 97–98 Prism
31–32 Pocket-sized dragon 65–66 Gross of candlesticks 99–00 Bag of plucked faerie wings
33–34 Hat of disappearing 67–68 Massive cookpot
SPECTRAL DOMINION
KEY TO DESTRUCTION At night, a house can use one of these abilities up to three times. When someone within
There is always a single way to bring 8 Perform a ritual in the secret 15 Collapse the house into the nears its key to destruction (literally or metaphorically), it can use these powers three
the terror of a haunted house to an sub-basement sea additional times that night.
end (other than just escaping). 9 Send it to another dimension 16 Celebrate the birthday of the
10 Get a priest to consecrate forgotten child d20 Spectral Dominion Power 14 Convince PCs they should never
d20 Action 7 Possess a PC
each room 17 Convince the house to love 1 Cause a doorway to lead to a leave
1 Destroy a hidden book 8 Learn a deep secret of a PC
11 Inscribe a secret phrase on rather than hate new location 15 Drain the lifeforce of one PC
2 Locate a lost piece of art 9 Change gravity in one or more
every wall 18 Cause the house to be hit by 2 Seal all exits absolutely 16 Put PCs in a time loop
rooms
3 Smash the locket in the attic 12 Clean the house top to a meteor 3 Create a new room/change size 10 Submerge one or more rooms 17 Rearrange layout of rooms
4 Kill the beast in the basement bottom 19 Enter the mirror version of of room or corridor drastically in water 18 Animate and control PC
5 Burn the original blueprints of the house 13 Learn the true history of the the house (through a mirror) 4 Move to a new location shadows
11 Cause ceiling to lower and crush
kept in a secret room house and destroy it there occupants
5 Learn PCs’ greatest fears/ 19 Manifest limbs from its structure
6 Travel back to a better time for the house 14 Bring an evil former occupant 20 Defeat the house in a psychic weaknesses/nightmares 12 Send a PC into the house’s past 20 Teleport a PC from one room to
7 Get the former occupants to return to justice battle 6 Open a portal to hell 13 Conjure PC’s dearest loved one another
PIRATE SHIPS
PIRATE CAPTAINS 5 (15)
Many pirate ships sail the seas, including the following.
SHIP-TO-SHIP COMBAT THE ESSENCE OF PIRATES
While PCs fight pirates on deck or Pirates may also be Some pirates rise above their fellow crew to gain command. The loyalty a pirate captain Pirates are usually encountered as part of a crew of dozens, all under the command of a notorious
encountered in any number enjoys stems from the awe and fear the crew have for their captain, plus the size and captain aboard an infamous pirate ship. They yearn for wealth, freedom, and whatever lies over the
below—after being boarded or doing
of port towns where pirate
some boarding of their own—It’s possible ships dock, though with
frequency of shares to the crew of booty from captured ships. The lack of the latter sea’s horizon. They are equally thrilled by seeking hidden treasures, finding uncharted islands, and
the opposing ships may also fire one their pirate flags lowered. sometimes overshadows the former, risking mutiny. discovering drowned legendary artifacts as they are when a ship laden with potential booty heaves
each other. If so, refer to the vehicular into view.
movement and vehicular combat rules Pirates enjoy their bloodthirsty reputation but prefer that their prey surrender over fighting to
Health: 24 the last sailor. If the targeted crew know the pirates will keep a promise of only plundering, not
from the Cypher System Rulebook.
Damage Inflicted: 6 points murdering everyone, they might give up rather than fight.
Armor: 1 Individual pirates have unique pirate names and distinctive looks and habits, but all answer to a
Movement: Short pirate captain.
Vehicular Movement, Modifications: Tasks related to command, persuasion,
page 230 deception, and running a ship as level 7
Vehicular Combat, Combat: A pirate captain attacks twice with their cutlass or
page 230 their two-shot long-range flintlock, or once with each.
Some captains have obtained mythical pirate booty that is
potentially useful in combat. DISTINCTIVE PIRATE LOOKS AND HABITS
Individual captains may also avail themselves of one of the Pirates are a disreputable lot, weathered and often wearing a patchwork of dress and style. But every pirate has a
following tactics: particular habit, distinctive look, or behavior that sets them apart, including:
Avast, Me Hearties: The pirate captain only attacks
once this round but issues a command to d20 Distinction
all allied pirates who can hear, immediately 1 Wears a lion-skin cape with lion‑head hood 11 Followed around by a seal in an eyepatch
granting each an attack action, even if they’ve 2 Smells of cinnamon oil and burnt gunpowder 12 Muscle-bound; sports knife-through-heart tattoo
already attacked this round. 3 One eye glows with silver light 13 Beard is a wooden prosthetic
Sea Terror: level 5 sailing
Hoist the Colors: The pirate captain only
4 Can’t go a day without being struck by lightning 14 Always shucking and eating clams/oysters
ship (Spanish galleon) attacks once this round but issues a
5 Seems to be a talking lemur in pirate clothes 15 One peg leg always tries to take root
Captain Malice: as pirate SEA TERROR command that causes nearby pirates to
6 Speaks eloquently with perfect diction 16 Wears a live rat strapped to head as a hat
captain; sharkskin whip The Sea Terror bristles with cannons under scarlet sails painted with a monstrous, fanged raise a banner, pirate flag, or similar
(level 7 artifact, depletion: device. All allied pirates who see it 7 Talking blue-shelled crab on shoulder 17 Wields a cutlass that whistles and glows
turtle. A crew of three dozen pirates answer to Captain Malice. The captain has a habit of
1 in 1d10) inflicts 7 points regain 3 health, and their attacks and 8 Set of wooden teeth capped with ivory 18 Their swearing peels splinters from the deck
of damage and, on failed feeding her defeated enemies to a colossal, voracious sea turtle she keeps in the hold. The
Speed defense roll, flings threat of that is enough for most ships overtaken by the Sea Terror to give up rather than fight defenses are eased for one minute. 9 Always strumming on a lute 19 Wears a spherical diving helmet at all times
target to new location and become turtle chow. To Arms, Ye Scurvy Dogs: The pirate 10 Monstrously drunk; sobers up quick in a fight 20 Never misses opportunity to mention they were once
within short range captain only attacks once this round a “lost boy”
Sea turtle: level 7, Speed but issues a command to all allied
defense as level 4 due
to size; Armor 4
THE BLEAK LEGION pirates who can hear, granting each +2 points MYTHICAL PIRATE BOOTY The only difference
Half a dozen small single-masted sloops painted night black displaying a gold kraken on of damage with their attacks for one minute. More than gold, jewels, clothing, and art, pirate captains prize looted magic artifacts, including: between pirates and
The Bleak Legion: When Send ‘em to Davy Jones’ Locker: The pirate captain only privateers is that
the sails operate as a small fleet called The Bleak Legon. (Sloops are smaller and more privateers obtain a
four or more level 3 sloops attacks once this round but issues a command to all d6 Artifact (level 7; depletion 1 in 1d6)
coordinate, treat them as maneuverable than brigs.) Each has crew of about a dozen pirates, all under the command license for their tyranny.
of Bleak Bill. The captain is especially feared because people say he and his crew are already allied pirates who can hear, immediately granting each 1 Faerie caught in amber: Causes all flying 5 Hand cannon: Magical hand-held cannon
a single level 6 ship.
dead. But even worse, Bleak Bill doesn’t hold with the “rules” of piracy and always kills an action, which is to push/toss/force foes who fail a creatures in a very long radius to fall makes a long-range attack dealing 9
Bleak Bill: as pirate captain; Might defense roll overboard into the cold chop of the sea. from sky. points of damage.
returns to undeath within a everyone aboard any craft the Bleak Legion catches.
few days so long as a chest 2 Cursed chest: Locking someone inside 6 Ice wand: Turns water to ice in a very long Adventure Seed: A
hidden on a distant island for a day transmutes them to a very area, imprisoning nearby ships in ice chalice of enchanted
containing his preserved
heart remains undisturbed ANGRY ROGER PIRATE CAPTAIN NAMES expensive sum of coins. for hours. nectar, bound for a
distant island ravaged by
The Angry Roger claims to be the largest pirate brig sailing the sea. Once helmed by the Pirate captains generally choose their own names, keeping their original moniker if they’ve gained a reputation with 3 Dagger of Endings: Drawing the dagger
bad dreams, is stolen by
Angry Roger: level 5 disintegrates all drawn weapons in
sailing ship (brig)
notorious Captain Hook, the ship is now run (some might say overrun) by a crew of pirate it, or choosing something they hope will frighten those who hear it. Options include: a pirate ship. Getting the
short range. chalice back could ensure
foxes, wolves, and other misaligned beasts. A tiny faerie called Bluebell does her best to
Bluebell: as pirate captain, 4 Spyglass of Sinking: User can sink a ship the peace of hundreds.
captain the crew—she has enough sense of mischief from her grandmother, Tinker Bell, to The Brigadier, Ironheeled Eleanor, Long Ben, Firebeard, Bellamy the Sinner, Captain
Speed defense as level 7 they spy within very long range.
due to size; flies a short keep them all in line, mostly. Unlike many pirate vessels, the Angry Roger defends vessels Charlotte, The Sea King, Nathanial Kraken, The Terror, Captain Flint Mako, Radha the
distance each round from other pirates. Red, Pandora, Ryland the Undrowned, Yara the Nightwitch, Captain Vanquish
CRIMINAL OPERATIONS AND ILLICIT VENTURES LEGITIMATE BUSINESS FRONTS SUBORDINATES AND NETWORK OF UNDERLINGS
Choose (or roll) two or more options for additional criminal activities for a crime boss. Many criminal organizations run sham (or actual) businesses to hide their far more profitable illegal activities. Ideas Besides a few bodyguards, a crime boss always has loyal employees nearby, including two or three of the following.
for sham businesses include the following. If a group is indicated (like “hatchet enforcers” or “toughs”), it’s usually a group consisting of three to eight
d10 Monetized Criminal Activity members. A crime boss might have more than one such group located around an especially large headquarters or
1–2 Drug trafficking: cocaine, heroin, meth, “bath salts” 7 Human trafficking: forcing people into labor or Restaurant: Either a hole-in-the-wall, a catering Martial Arts Gym: Legitimate fighters might train place of illicit business.
and other synthetic drugs, etc. exploitation service, or a fine-dining establishment, possibly with here, but the gym also hosts all manner of illicit
3 Extortion: protection rackets, kidnapping for ransom, 8 Cybercrime: ransomware (encrypting computers until names like: Bubblemania, Marzano’s Place, Olive meetings and drug deals in the back room. Such a d10 Subordinates/Bodyguards/Lieutenants
blackmail, etc. owners pay), identity theft (taking out loans and credit Branch Bistro, Cecilia’s Chowder House, Over the Moon place might be called: Iron Fist Academy, Shadow 1–2 Gunners (level 2; health 9; two long-range pistol attacks each inflict 4 points of damage)
4 Bribery: payments to police, business leaders, and in victims name), etc. Café, Lobster Shop, Lazy Oscars, Bite, The Matador. Warrior Training, Leading Edge Martial Arts, Phoenix 3–4 Toughs (level 3; Armor 2; bats/chains/brass knuckles attack deals 4 points of damage)
politicians to ignore criminal activity 9 Assassination: organizations willing to kill for money Art Gallery: A gallery with paintings and/or sculpture Gym, Tiger’s Eye Fighting Club, Lotus Dojo. 5 Hatchet enforcers (level 3; Armor 1; two hatchet attacks each inflict 4 points of damage)
5 Money laundering: investing illegally obtained money are less common than other criminals on display, ideal for money laundering, with names Warehouse: All kinds of things can be stored in a 6 Bruiser (level 5; Armor 2; shotgun attack deals 7 points of damage to up to three targets in immediate range)
into legal assets by misdirection 10 Theft and burglary: common theft and burglary like: Craft, Museum Creations, Enthusiasm, Fire, warehouse as long as it’s packed properly, and rent 7 Fixer (level 4; stealth and initiative as level 7; first attack inflicts 8 points of damage)
6 Smuggling: moving goods into an area without official is usually left to juvenile delinquents, though Exotic Art, Simple Lines, Beauty. is paid in full. Warehouses usually don’t have names,
oversight so they can be sold cheap exceptions exist 8 IT worker (level 2; computer and internet-related tasks as level 6)
Recycling Center: Facility handles actual waste but just addresses.
9 Doctor (level 2; healing, intimidation, and torture as level 6)
makes bank in the illegal disposal of hazardous waste Security Consultants: What better place to hide
and in smuggling illicit and stolen goods. one’s criminal activities than behind a shop that offer 10 Ninja (level 3; Speed defense and attacks as level 5; sword inflicts 5 points of damage)
CRIME BOSSES IN THE FANTASY GENRE Antique Store: A shop containing all sorts of legitimate security services including alarms and
A crime boss active in the fantasy genre has access to all the options bric‑a‑brac as well as a few actual treasures would surveillance systems? Security firm names include: GM intrusion: A
the PCs have and, because of their wealth and position, probably also be a great front for trafficking stolen loot. Cybercops, Red Iron Consulting, Novastrong Services, CRIME BOSS NAMES subordinate or lieutenant
achieves a surprise ambush
even more. Besides choosing a name in keeping with the setting, Potential names include: Days of Yore, Epic Antique, Strunk Security Group. A crime boss usually has a regular name and sometimes a nickname. As a crime boss against the character.
additional options for a fantasy crime boss include the following. The Attic, Weird and Bizarre, Dead People’s Stuff, becomes more notorious, their name becomes something normal people and enemy
The Vintage Shop. organizations fear. Options include the following:
Spellcaster: The crime boss in a fantasy setting personally
knows a handful of spells—or has rings and charms (cyphers) Adelaide Saunders, Salvatore “Slick” Lombardi, Vito Malone, Dominic “Kingpin”
that can trigger the same—providing benefits of escape Stanfield, Angelica “Ice Queen” Lucas, Winton “The Shark” Douglass, Sapphire Holmes,
(teleportation to a nearby safe zone and/or invisibility that lasts Hadden “Mad Dog” Chapmen, Carmine Burke, Luca “The Reaper” Del Vecchio
for a minute), protection (+5 to Armor for a minute), and the
Safe: level 7
ability to see the unseen (see invisible creatures, see through
illusion, etc. for a minute). CRIME BOSS LOOT
Protected: Wards around the crime boss’s home and office warn A crime boss either carries on their person, displays in their office, or has stored in a nearby Price Categories,
when enemy magic is in use and maybe even nullify the first few safe one or more of the following items. The price categories for such items range from page 202
enemy spells cast nearby. Wards can also be set as traps for anyone expensive to very expensive, and possibly even to exorbitant.
who gets inside that doesn’t belong, shocking them with electricity or
burning them (8 points of damage in an immediate radius), or even d20 Valuable
turning them to stone. 1 Vermeer’s The Concert—considered the world’s most 11 Illicit drugs, including the kind of drug the crime
Heavy Magic: In addition to standard subordinates and valuable stolen painting boss traffics in, but unadulterated
bodyguards, a crime boss in a fantasy setting probably has funds 2 Stacks of cash in the form of large denomination 12 Surveillance screens displaying feeds from rival
and/or blackmail material to either keep a witch or wizard on bills in thick wads bound in bands criminals and law enforcement
retainer, or potentially even keep one permanently on staff. 3 Loose gemstones, such as diamonds or rubies, in 13 The Plan: the crime boss’s master plan for taking
Monstrous Heavies: Subordinates and bodyguards could also black jewelers’ bags control and putting down all rivals
include monstrous bruisers like giants and/or demons. 4 Forged passports and identification documents, and 14 Locations of safehouses and other emergency
possibly the means to quickly forge new ones fallback plans for going to ground
5 Photos of a CEO of a large company caught in a 15 Lists of previously blackmailed people, corrupt
compromising situation (blackmail) politicians, dirty cops, and those who owe a favor
6 Accounting files detailing all the illegal stuff the 16 A thumb drive containing obscene amounts of
Witches, page 90 crime boss is into on a thumb drive cryptocurrency in a digital wallet
Wizards, page 30 7 Antiquities from a recently looted temple or holy site 17 Lists of passwords, a physical security key, and safe
Giants, page 38 on another continent combination codes to other vaults
Demons, page 54 Crime bosses in a superhero genre where magic works would have the same access to 8 Documents proving a senator was involved in 18 Photographs of the crime boss’s family and old
magical benefits as those in the fantasy genre, as well as potentially having one or two operating a Ponzi scheme (blackmail) friends, plus a few sentimental trinkets
Strong supervillains, strong supervillains on retainer. And access to technologically advanced cyphers.
page 148 9 Unregistered firearms, including one or more 19 Collectible watch—a Patek Philippe variety or
historically valuable weapons similar—worth millions
10 Stacks of fake currency; seems legit but it’s all 20 Rembrandt’s Landscape with Cottages, a rare painting
counterfeit stolen in 1972
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CYPHER SYSTEM BESTIARY ROBOTS | science fiction
GM intrusion: The
ROBOT MODELS BY FUNCTION WORKER ROBOT 4 (12) defeated robot detonates,
inflicting 8 points of
INFANTRY ROBOT 4 (12)
damage to all creatures
within immediate
A worker bot is bulky and strong, capable of bending metal, lifting and hauling heavy loads, range, or 2 points Infantry bots are ideal for armed conflicts, peacekeeping missions, and other military Infantry bots are also
TECHNICIAN ROBOT 3 (9) and withstanding the harsh conditions found in many industrial environments. They’re equally even with a successful
Speed defense roll.
interventions. They take orders, never desert or go off mission, and are adroit at avoiding used as police in some
municipalities.
proficient laboring in normal atmosphere and in areas of high-radiation, zero-g, and/or vacuum. friendly fire incidents. Plus, since they’re not alive, they can’t be killed. If they’re damaged, a
nearby infantry bot can repair them in-situ so they can quickly rejoin the fight.
A tech bot has standard robot statistics, Many infantry bots are programmed to only destroy other bots. Others are allowed to
except as follows. Movement: Immediate (with wheels, a single Health: 24 taking damage each round until the victim uses their target living enemy combatants. Especially shady governments and mercenary companies,
A tech bot doesn’t much resemble treaded sphere, on a track, hovering, etc.) Damage Inflicted: 6 points action to escape with a successful Might task. as well as terrorist groups, could even lift programmed restrictions against killing civilians.
a human, though some are slightly Modifications: Trained skill options include Armor: 3 Supervisor Mode: Some worker bots allow a
humanoid. In most cases, they are only machine and robot mechanic, astronomer, Movement: Immediate humanoid creature to strap themselves into a specially
about half human size or smaller. translator, navigator, historian, or spacecraft Modifications: Knowledge appropriate to work as level 6; designed canopy, whereupon the robot acts under the Health: 22
pilot as level 6. feats of strength (including lifting, hauling, and operator’s control. This effectively means the robot Damage Inflicted: 6 points
bending) as level 7 acts as if the controller; however, the controller uses Armor: 3
Combat: A worker bot bashes foes with massive their own stats except as follows. Movement: Long
adjustable forklift-pincers. Some workers have • The controller gains +1 Armor but is restricted to the Modifications: Tactics and military strategy as level 5; machine
COMPANION ROBOT 2 (6) additional options, including: worker bot’s movement. and robot repair as level 6; perception as level 7
Pincer Grab: The worker bot attacks with their forklift- • Whenever the character-controlled worker bot lifts Combat: An infantry bot comes standard with arm-deployable
pincer. If they hit, they inflict damage and the target something heavy, smashes through a wall, or throws guns, allowing them to attack twice on their turn. Other
Companion bots are marketed as friends for lonely must succeed on a Speed defense roll or become an object, the task is eased by three steps. options vary depending on the particular model, including
people, and as such, they come closest to looking human, caught in one of the bot’s two pincers, automatically the following.
except for green status lights on their hands and neck Immediate-range sleeping gas incapacitates breathing
designed to identify the robot as artificial. One class of creatures within immediate range that fail a Might defense
companion bot looks almost entirely human (though by law, also possess green roll. Victims can attempt a new Might defense roll each
status lights), including being anatomically correct. NANNY ROBOT 3 (9) minute to revive.
Deployable shoulder-mounted rocket launcher can make a
very-long-range attack, inflicting 12 points of damage on every
Health: 9 Combat: Companion bots are prohibited Many robot nannies are built as “super toys” to engage, teach, and creature in an immediate radius, or 3 points of damage even
Damage Inflicted: 2 points from taking aggressive actions, especially if necessary protect a specific child. A given nanny bot resembles an on a successful Speed defense roll. An infantry bot usually only
Movement: Short against people. However, if they are animate stuffed bear, tiger, furry dinosaur, or other fanciful creature. caries 2 rockets.
Modifications: Positive social interaction hacked or break their own programming, Supervisor Mode: Some infantry bots allow a humanoid
and human psychology as level 5 they can batter a target with their fists. creature to strap themselves into a specially designed canopy,
Health: 12 whereupon the robot acts under the operator’s control. This
Damage Inflicted: See Combat effectively means the robot acts as if the controller; however, the
Movement: Short controller uses their own stats except as follows.
Modifications: Persuasion, childcare, and child psychology • The controller gains +2 Armor and can take advantage of the
Adventure Seed: A
as level 6; Speed defense as level 5 due to size
companion robot, breaking
their programming, kills
OWNERS AND OTHER ROBOT ASSOCIATES Combat: A nanny bot calls for help if their charge is
infantry bot’s movement.
• Whenever the character-controlled infantry bot makes an
their owner. PCs must Robots are rarely encountered alone. Options for associates endangered, both vocally and electronically. Some attack, the targeting task is eased by two steps.
determine why and how. include the following. models have additional options, including the
d6 Associate following.
4 Starship pilot: level 3,
space piloting as level 6; Saser: The nanny bot emits a short-range acoustic
1 Psychic paladin: level 6;
laser attack, inflicting 4 points of damage.
GM intrusion: The Armor 2; attacks twice with long-range blaster attack
Enhanced Protective Protocols: When activated by a
ROBOT NAMES
allied robot doesn’t know laser sword; long-range deals 5 points of damage
Individual robotic units often have a specific identification designator, independent of
their own strength and telekinetic abilities 5 Band of musicians: level 2, parent or owner, the nanny bot unzips and installs a
their function. Options include: GM intrusion: The robot
accidentally deals 2 points
2 Star trooper: level 4; Armor 3; musical talent as level 6 military-grade programming package as their action. releases another robot:
of damage to the character When complete, the nanny bot has the following
long-range blaster attack 6 Psychic assassin: level 6, a level 3 hovering drone
with a squeeze, bump, ECHO-Z, Kachitoma, Tiger, K-4D1, Professor, Becky, T-42, Sork, Asimov,
or other interaction. 3 Merchant: level 2, tasks deception and stealth as additional capabilities. (Speed defense as level
Jiba, Sanshiro-7, V*, Tetsujin, TRAC-E, Model R, Mecha Jane, Xaibo, 4; flies a short distance
related to business of rare level 8; Armor 2; attacks Health increases to 20 and the bot regains 1 point of lost Attacks—using a saser (a “sound laser”), a nearby
Sentinel-7, Musician, Sebin-Q, Artie, GLIB-2000, Roboy, Gunner-12, each round) that begins
galactic antiquities as level 6 twice with laser whip health each round from self-repair routines. weapon they acquire, and/or extendable claws—as attacking the character.
Astro, Ace, Merideth-1, Cess, MC11, Alpha Dot, True Tommy
Tactics and military strategy as level 5. level 5, twice each round, inflicting 5 points of damage.
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CYPHER SYSTEM BESTIARY RADBEASTS | Post-Apocalyptic