MEDITATION AID

Level (1d6 + 2):

Effect: Restores a number of points equal to the cypher’s level to the user’s Intellect Pool.

RAY EMITTER (FRIEND SLAYING)

Level (1d6 + 2):

Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that causes the target to attack its nearest ally for one round.

SKILL BOOST

Level (1d6):

Effect: Dramatically but temporarily alters the user’s mind and body so they can ease one specific kind of physical action by three steps. Once activated, this boost can be used a number of times equal to the cypher’s level, but only within a twenty-four-hour period. The boost takes effect each time the action is performed. For example, a level 3 cypher boosts the first three times that action is attempted. Roll a d100 to determine the action.

01–15Melee attack16–30Ranged attack31–40Speed defense41–50Might defense51–60Intellect defense61–68Jumping69–76Climbing77–84Running85–92Swimming93–94Sneaking95–96Balancing97–98Perceiving99Carrying00Escaping

EAGLESEYE

Level (1d6):

Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game, the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)

AGE TAKER

Level (1d6 + 4):

Effect: Begins a process of rejuvenation that removes years from the wearer’s physiological age. Over the course of the next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t regress physiological age past the age of twenty-three.