TEXT: TM and ©2014 Monte Cook Games, LLC
  To print your Cypher Deck, set your 
  double-sided printer to short-edge 
  binding and print on a cardstock 
  material. Then, with a sharp utility knife 
  and straight edge, use the crop marks as 
  guides to trim the cards apart.
  If you don’t have a double-sided printer, 
  print the pages individually and then 
  glue them back-to-back with a thin, even 
  coat of adhesive. Before glueing, hold the 
  back-to-back sheets up to a light source 
  to ensure they are lining up correctly.
  The gutters between the cards give you a 
  little bit of leeway if the two sides do not 
  line up exactly.
  
  TM and ©2014 Monte Cook Games, LLC
  The StrangeTM GMs and players alike will find 
  it easy to randomize and manage cyphers 
  using the cards in this deck. When a PC finds a 
  random cypher, rather than rolling on the charts 
  in the book, the GM draws one form card and 
  one power card. Looking at the form card, the 
  GM knows the general shape the item, and can 
  expound on the details. The GM then picks one 
  of the powers on the power card to assign to the 
  cypher. The player can hang on to the cards as a 
  reminder of the cypher and its ability, turning it 
  back in when she uses it.
  Design: Bruce Cordell & Monte Cook
  Graphic Design: Reece Ambrose
  © 2014 Monte Cook Games, LLC
  THE STRANGE 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.
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  Level 1d6
  1. Darksight
  Grants the ability to see in the dark for 
  eight hours.
  2. Death Module
  For the next minute, when the weapon 
  or its ammunition strikes an NPC or 
  creature whose level is equal to or less 
  than the cypher’s level, the weapon 
  wielder can choose to make a second 
  attack roll. If the second attack roll is 
  a success, the target is slain outright. 
  If used successfully against a PC, the 
  character moves one step down the 
  damage track.
  3. Melee Enhancement
  User trained in melee attacks for 1 day.
  Level 1d6
  Level 1d6
  Level 1d6
  Level 1d6
  1. Reflex Enhancer
  The difficulty of any task involving 
  manual dexterity is decreased by two 
  steps for the user for one hour.
  2. Remembering
  User mentally records everything 
  experienced for thirty seconds. The 
  memory is stored permanently in 
  long-term memory.
  Level 1d6
  Level 1d6
  Level 1d6
  3. Focus Ability Enhancement
  For the next day, the character has 
  training in one focus ability the user 
  has.
  1. Effort Enhancer
  User applies one level of Effort to a 
  noncombat task without spending any 
  points from a pool. The level of Effort 
  provided by this cypher does not count 
  toward the maximum amout of Effort 
  a character can normally apply to one 
  task.
  2. Intelligence Focus
  The difficulty of any task involving 
  intelligent deduction, such as playing 
  chess, inferring a connection between 
  clues, solving a mathematical problem, 
  finding a bug in computer code, and so 
  on, is decreased by two steps for the 
  user for one hour. In the hour folowing 
  the first, the strain increases the dif-
  ficulty by two steps for the same tasks.
  3. Ranged Enhancement
  User trained in ranged attacks for 1 day.
  1. Sleep Inducer
  Touch of cyper puts the victim to sleep 
  for ten minutes or until awoken by a 
  violent action of an extremely loud 
  noise.
  2. Sniper Module
  For the next hour, the ranged weapon’s 
  effective range this cypher is attached 
  to increases to 2 miles (3.2 km).
  3. Ardeyn Lore Enchancement
  For the next day, the character has 
  training in Ardeyn lore.
  1. Darksight Enhancement
  Grants the ability to see in the dark for 
  eight hours.
  2. Fractal Surfing Enhancement
  For the next day, the character has 
  training in fractal surfing.
  3. Chaosphere Navigation
      Enchancement
  User trained in Chaosphere navigation 
  for 1 day.
  1. Mind Stabilizer
  User gains a +5 Armor against 
  Inetllect damage, including damage 
  gained from Alienation.
  2. Multiphasic Module
  User’s weapon can effect out-of-
  phase, transdimensional, ethereal, 
  and incorporeal creatures within the 
  context of a given recurison for one 
  day. During this time, the weapon also 
  inflicts 1 additional point of damage to 
  any target. If the multiphasic module 
  is attached to a ranged weapon, the 
  ammunition fired from the weapon 
  gains the multidimension property.
  3. Type Ability Enhancement
  For the next day, the character has 
  training in one twist, revision, or move 
  the user has.
  1. Strength Enhancer
  The difficulty of any task involving raw 
  strength is decreased by two steps for 
  the user for one hour.
  2. Tempory Shield
  User gains an asset to Speed defense 
  rolls for one hour.
  3. Intellect Defense Enhancement
  For the next day, the character has 
  training in Intellect defense.
  1. Stasis Keeper
  Subject enters stasis for a number of 
  days equal to the cypher level, or until 
  violently disturbed. An object in stasis 
  does not age. A living creature comes 
  out of the stasis alive and in the 
  same condition as it went in, with no 
  memory of the period of inactivity.
  2. Stim
  Decreases the difficulty of the next 
  action taken by three steps.
  3. Ruk Lore Enhancement
  For the next day, the character has 
  training in Ruk lore.
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  Level 1d6
  Level 1d6
  Level 1d6
  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 1
  1. Speed Defense Enhancement
  For the next day, the character has 
  training in Speed defense.
  2. Tracker
  Influence from the base device creates 
  an invisible tracker that clings to any 
  surface within short range. For the 
  next day, the base device shows the 
  distance and direction to the tracker, 
  as long as both are in the same recur-
  sion. If the tracker moves into a differ-
  ent recursion, the base device shows 
  distance and direction to nearest gate 
  that leads to that recursion, in any.
  3. Forensic Science Enhancement
  For the next day, the character has 
  training in forensic science.
  1. Trick Embedder
  A non-intelligent animal perfectly 
  learns one trick it is capable of physi-
  cally performing (roll over, heel, spin, 
  shake, go to an indicated place within 
  long range, and so on) designated 
  when cypher is activated.
  2. Visual Displacement Device
  Projects holographic images of the user 
  to confuse attackers. The images appear 
  around the wearer. This gives the wearer 
  an asset to Speed defense actions for 
  ten minutes.
  3. Computer Programming
     Enhancement
  For the next day, the character has 
  training in computer programming 
  (and computer hacking).
  1. Vocal Translator
  Translates everything said by user into 
  a language that anyone can under-
  stand for a day.
  2. Water Adapter
  User can breathe underwater and 
  operate at any depth (without facing 
  debilitating consequences of changes 
  in pressure) for eight hours.
  3. Disguise Enhancement
  For the next day, the character has 
  training in disguise.
  1. Abeyance Trap
  Target creature within short range 
  whose level does not exceed the 
  cypher’s goes into abeyance, exactly 
  as if it had translated to another re-
  cursion, except that no version of the 
  creature appears in any other recur-
  sion. Instead, the affected creature 
  simply doesn’t exist for one hour.
  2. Armor Reinforcer +1
  User’s armor gains a +1 bonus to 
  Armor for 1 day.
  3. Curse Bringer
  When victim carrying activated cy-
  pher next tries an important task, the 
  difficulty is modified by three steps to 
  the victim’s detriment.
  1. Grenade (Ardeyn Creature)
  Explodes and creates a momentary 
  inapposite gate. An Ardeyn creature 
  whoes level is equal to or less than 
  the cypher’s appears through the gate 
  and attacks the closest target.
  2. Armor Reinforcer +3, Cold
  User’s armor gains a +3 bonus to 
  Armor (+5 vs. cold) for 1 day.
  3.Grenade (Gravity Inversion)
  Explodes, and gravity reverses for one 
  hour within a long-range radius of the 
  explosion.
  1. Equipment Cache (Combat)
  User produces from the cypher a 
  desired piece of equipment that is 
  available on the current recursion 
  (or any recursion with a transit time 
  of less than a month if used in the 
  Strange) whose level does not exceed 
  the cypher’s. The piece of equipment 
  produced presists for up toe 24 hours, 
  unless its fundemental nature is one-
  use (such as a bottle of wine).
  2. Armor Reinforcer +3, Fire
  User’s armor gains a +3 bonus to 
  Armor (+5 vs. fire) for 1 day.
  1. Effort Enhancer (Combat)
  After a few rounds of set-up leading 
  to activation, user gains a 1 - hour 
  window during which she can apply 
  one level of Effort to any task without 
  spending points. The level of Effort 
  provided does not count toward the 
  maximum amount of Effort a character 
  can normally apply to one task.
  2. Armor Reinforceer +3
  User’s armor gains a +3 bonus to 
  Armor for 1 day.
  3. Grenade (Ruk Creature)
  Explodes and creates a momentary 
  inapposite gate. A Ruk creature whose 
  level is equal of less than the cypher’s 
  appears through the gate and attacks 
  the closest target.
  1. Effect Resistance
  User gains a second defense roll to 
  avoid a failed defense roll against 
  direct damageing effects (except blunt 
  force, slashing, or piercing) if the level 
  of the attack is less than or equal to 
  the cypher level for 1 day.
  2. Armor Reinforcer +2
  User’s armor gains a +2 bonus to Armor 
  for 1 day.
  3. Effort Enhancer
  User can apply one level of Effort to 
  a non-combat task without spending 
  points. The level of Effort provided 
  does not count toward the maximum 
  amout of Effort a character can nor-
  mally apply to one task.
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  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  1. Lift
  User can float up into the air or back 
  down again at a rate of 20 feet (6.1 
  m) per round for one hour. Winds or 
  other effects can move the cypher user 
  laterally.
  2. Armor Reinforcer +3, Acid
  User’s armor gains a +3 bonus to 
  Armor (+5 vs. acid) for 1 day.
  3. Mind Meld
  User can speak telepathically with 
  creatures it can see within short 
  range for one hour. The user can’t 
  read a target’s thoughts, except those 
  specifically transmitted. This effect 
  transcends normal language barriers, 
  but a target must have a kind of mind 
  for communication to be possible.
  1. Nutrition and Hydration
  User can go without food and water for 
  a number of days equal to cypher level.
  2. Phase Changer
  User goes out of phase for 1 minute, 
  and can pass through solid objects as 
  though she were entirely insubstantial, 
  like a ghost. She cannot make physical 
  attacks or be physically attacked.
  3. Repeating Module
  For 1 minute, the ranged weapon the 
  cypher is fixed to fires one additional 
  time  per user’s action (extra ammo is 
  fabricated by the module).
  1. Analeptic
  Points equal to the cypher level are 
  restored to the user’s Speed Pool.
  2. Blackout
  An area within immediate range of 
  the user becomes secure against 
  any effect outside the area that sees, 
  hears, or otherwise senses what oc-
  curs inside. To outside observers, the 
  area is a blur to any sense applied. 
  Taps, scrying sensors, and other direct 
  feed surveillance methods are also 
  rendered inoperative within the area 
  for the duration.
  1. Antidote
  Ends an ongoing poison, paralysis, or 
  disease condition, if any, already in the 
  user’s system.
  2. Contextualizer
  Explodes in an immediate radius, 
  changing the context of any crea-
  ture in the area to the context of the 
  currently occupied recursion. Native 
  creatures and translated visitors are 
  unaffected, but affected creatures who 
  arrived through an inapposite gate are 
  treated as if they had stepped through 
  a translation gate to arrive in the 
  current recursion. As a result, certain 
  items possessed by a target creature, 
  or even a creature itself that does not 
  possess the spark, is immediately 
  returned to its native recursion.
  1. Focus Hook
  If used while translating or during 
  the recovery period immediately after 
  translating to another recursion or 
  prime world, the user can retain the 
  focus of the previous recursion or 
  prime world even if that focus is not 
  normally draggable. The focus is re-
  tained for as long as the user remains 
  in the new recursion.
  2. Thick Smoke Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immedi-
  ate distance. The cloud lingers for 
  1d6 rounds unless conditions dictate 
  otherwise. Sight is occluded while the 
  cloud lasts.
  3.Intellect Enhancement
  Adds 1 to Intellect Edge for one hour.
  1. Draining Capacitor
  An object connected to the cypher is drained 
  of a portion or all its energy; an artifact’s 
  owner must make a depletion roll, a cypher 
  is rendered useless, and another kind of 
  powered machine or device becomes partly 
  or wholly depowered, as the GM determines. 
  Meanwhile, the draining capacitor now holds 
  a charge of energy that can be used in one of 
  the following ways.
  Detonation: The capacitor can be thrown at a 
  target within short range where it detonates 
  and deals damage (usually from fire and 
  shrapnel) to all targets in immediate range, 
  damage equal to the cypher’s level.
  Detonation: The capacitor can be thrown at a 
  target within short range where it detonates 
  and deals damage (usually from fire and 
  shrapnel) to all targets in immediate range, 
  damage equal to the cypher’s level.
  Improve Cypher: Give another unused cypher 
  a second use, unless the cypher is fundamen-
  tally a one-use item, such as a detonation.
  Repower Cypher: A used cypher is revitalized, 
  becoming as if unused.
  Intellect Hit: User gains 1d10 Intellect points.
  2. Disguise Module
  For the next hour, the wearer’s 
  features become almost identical to 
  one designated person the wearer has 
  previously interacted with. This lowers 
  the difficulty by two steps when the 
  wearer attempts to disguise herself as 
  the designated person. Once desig-
  nated, the user cannot shift the effect 
  to look like another person, though 
  the wearer could remove the module 
  to look like herself again before the 
  end of the hour.
  1. Flashburst
  If thrown, travels to indicated spot 
  within short range and explodes in an 
  immediate radius, blinding all within it 
  for one minute.
  3. Curative
  Points equal to the cypher level are 
  restored to the user’s Might Pool.
  1.  Contingent Activator
  If activated in conjunction with 
  another cypher, the user can specify 
  a condition under which the linked 
  cypher will activate. The linked cypher 
  retains the contingent command until 
  the cypher is used (either normally, or 
  contingently). For example, when this 
  cypher is linked to a cypher that pro-
  vides a form of healing or protection, 
  the user could specify that the linked 
  cypher activate for the user if the user 
  ever becomes damaged to a certain 
  degree or is subject to a particular 
  dangerous circumstance.
  Until the linked cypher is used, this 
  cypher continues to count toward the 
  maximum number of cyphers a PC 
  can carry.
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  1. Cell-disrupting Grenade
  Explodes in an immediate radius, 
  inflicting damage equal to the cypher 
  level, but only against flesh.
  2. Choking Gas Ammunition
  When fired, the cypher bursts in a poi-
  sonous cloud within an immediate dis-
  tance. The cloud lingers for 1d6 rounds 
  unless conditions dictate otherwise. 
  Living creatures that breathe lose their 
  actions to choking and coughing for a 
  number of rounds equal to the cypher 
  level.
  1. Corrosive Grenade
  Explodes in an immediate radius, 
  inflicting acid damage equal to the 
  cypher level.
  2. Poison Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Living creatures that breathe 
  suffer damage equal to the cypher 
  level.
  1. Electrical Grenade
  Explodes in an immediate radius, 
  inflicting damage equal to the cypher 
  level with an electrical discharge.
  2. Corrosive Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Everything in the cloud suffers 
  damage equal to the cypher level.
  1. Heat Drain Grenade
  Explodes in an immediate radius, 
  inflicting cold damage equal to the 
  cypher level.
  2. Hallucinogenic Gas Ammuni-
  tion
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Living creatures that breathe 
  lose their actions to hallucinations 
  and visions for a number of rounds 
  equal to the cypher level.
  1. Information
  The wearer can activate the cypher’s 
  function a total number of times equal 
  to the cypher’s level during a day. Each 
  time, the wearer can select a living 
  creature within long range and learn 
  the following about it: creature’s level, 
  creature’s native recursion, creature’s 
  species, creature’s name, and possibly 
  other facts (such as an individual’s 
  accessible information on Earth, like 
  credit score, home address, phone 
  number, and related information).
  1. Amnesia Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immedi-
  ate distance. The cloud lingers for 
  1d6 rounds unless conditions dictate 
  otherwise. Living creatures that 
  breathe and think permanently lose all 
  memory of the last minute.
  2. Fear Gas Ammunition
  When fired, the cypher bursts in a poi-
  sonous cloud within an immediate dis-
  tance. The cloud lingers for 1d6 rounds 
  unless conditions dictate otherwise. 
  Living creatures that breathe and think 
  flee in a random direction in fear (or 
  are paralyzed with fear) for a number of 
  rounds equal to the cypher level.
  1. Recursion-Collapsing Grenade
  Collapses the pocket dimension or 
  young recursion in which it is detonated 
  if the level of the recursion is half the 
  level of the cypher or less. All contents 
  of the recursion suffer damage equal to 
  the cypher level and are dumped directly 
  into the Strange.
  1. Shrapnel Grenade
  Explodes in an immediate radius, 
  inflicting shrapnel damage equal to the 
  cypher level.
  2. Mind-numbing Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immedi-
  ate distance. The cloud lingers for 
  1d6 rounds unless conditions dictate 
  otherwise. Living creatures that breathe 
  suffer Intellect damage equal to the 
  cypher level.
  2. Nerve Gas Ammunition
  When fired, the cypher bursts in a poi-
  sonous cloud within an immediate dis-
  tance. The cloud lingers for 1d6 rounds 
  unless conditions dictate otherwise. Liv-
  ing creatures that breathe suffer Speed 
  damage equal to the cypher level.
  2. Fire Grenade
  Explodes in an immediate radius, inflict-
  ing fire damage equal to the cypher 
  level.
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  1. Mapper
  When activated, the device displays a 
  scale map of the currently occupied 
  recursion for up to one hour. The user 
  can focus in on specified geographic 
  features to a resolution of about 8 
  feet (2.5 m) per map image section 
  (in other words, a pixel). Features are 
  not named, but the map is a real-time 
  rendition of the recursion, so objects 
  or creatures large enough to show up 
  in the resolution can be seen.
  1. Magnetic Master
  Establishes a connection with one 
  metal object within short range that 
  a human could hold in one hand. 
  After this connection is established, 
  the user can move or manipulate the 
  object anywhere within short range 
  (each movement or manipulation 
  is an action). For example, the user 
  could wield a weapon or drag a helm 
  affixed to a foe’s head to and fro. The 
  connection lasts for ten rounds.
  1. Sleep Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immedi-
  ate distance. The cloud lingers for 
  1d6 rounds unless conditions dictate 
  otherwise. Living creatures that 
  breathe fall asleep for a number of 
  rounds equal to the cypher level or 
  until awoken by a violent action or an 
  extremely loud noise.
  2. Rage Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Living creatures that breathe 
  and think make a melee attack on the 
  nearest creature and continue to do 
  so for a number of rounds equal to 
  the cypher level.
  1. Manipulation Beam
  The user can activate the cypher a total 
  number of times equal to the cypher’s 
  level during a day. Each time, the wearer 
  can choose to affect an object she can 
  see within long range that weighs no 
  more than an object the wearer herself 
  could physically affect. The effect must 
  occur over the course of a round, and 
  could range from closing or opening a 
  door, keying in a number on a keypad, 
  transferring an object a short distance, 
  wresting an object from another crea-
  ture’s grasp (on a successful Might-
  based roll), or pushing a creature an 
  immediate distance.
  2. Meditation Aid
  Points equal to the cypher level are 
  restored to the user’s Intellect Pool.
  2. Ray Emitter (Mind-Disrupting)
  Projects a ray of destructive energy up 
  to 200 feet (61 m) that inflicts Intellect 
  damage equal to the cypher’s level. 
  Victim cannot take actions for a number 
  of rounds equal to the cypher’s level.
  1. Blackout Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they cannot 
  see or hear. The effect lasts as long as 
  they remain in the field and for 1d6 
  rounds after, although an Intellect 
  defense roll is allowed each round 
  to act normally (both in the field and 
  after leaving it).
  2. Magnetic Ray Emitter
  Projects a ray of destructive magnetic 
  energy up to 200 feet (61 m) that 
  inflicts damage equal to the cypher’s 
  level + 2.
  1. Slowing Mental Scrambler
  Two rounds after being activated, the 
  device creates an invisible field that 
  fills an area within immediate range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that move slowly 
  and clumsily. The effect lasts as long 
  as they remain in the field and for 1d6 
  rounds after, although an Intellect 
  defense roll is allowed each round 
  to act normally (both in the field and 
  after leaving it). 
  2. Force Ray Emitter
  Projects a ray of force up to 200 feet 
  (61 m) that inflicts damage equal to 
  the cypher’s level + 2.
  1. Paralyzing Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they cannot 
  act. The effect lasts as long as they 
  remain in the field and for 1d6 rounds 
  after, although an Intellect defense 
  roll is allowed each round to act 
  normally (both in the field and after 
  leaving it). 
  2. Radiation Ray Emitter
  Projects a ray of cell-disrupting radia-
  tion up to 200 feet (61 m) that inflicts 
  damage equal to the cypher’s level + 2.
  1. Speechless Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they cannot 
  speak. The effect lasts as long as they 
  remain in the field and for 1d6 rounds 
  after, although an Intellect defense roll 
  is allowed each round to act normally 
  (both in the field and after leaving it). 
  2. Heat Ray Emitter
  Projects a ray of heat/concentrated 
  light up to 200 feet (61 m) that inflicts 
  damage equal to the cypher’s level + 2.
  2. Ray Emitter (fear)
  Projects a ray up to 200 feet (61 m) that 
  causes target to flee in terror for one 
  minute.
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  1. Face Blinding Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they do not 
  recognize anyone they know. The effect 
  lasts as long as they remain in the field 
  and for 1d6 rounds after, although an 
  Intellect defense roll is allowed each 
  round to act normally (both in the field 
  and after leaving it). 
  2. Disintegration Ray Emitter
  Projects a ray of that disrupts molecu-
  lar bonds up to 200 feet (61 m) that 
  inflicts damage equal to the cypher’s 
  level + 2.
  1. Forgetting Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they have 
  partial amnesia. The effect lasts as 
  long as they remain in the field and for 
  1d6 rounds after, although an Intellect 
  defense roll is allowed each round 
  to act normally (both in the field and 
  after leaving it). 
  2. Ray Emitter (Command)
  Projects a ray up to 200 feet (61 m) 
  that forces a target to obey the next 
  verbal command given (if it is under-
  stood).
  1. Freedom Mental Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that they lose all 
  inhibitions, revealing secrets and per-
  forming surprising actions. The effect 
  lasts as long as they remain in the field 
  and for 1d6 rounds after, although an 
  Intellect defense roll is allowed each 
  round to act normally (both in the field 
  and after leaving it). 
  2. Ray Emitter (Friend-Slaying)
  Projects a ray up to 200 feet (61 m) 
  that causes target to attack a close 
  friend for one round when within im-
  mediate range.
  1. Ethic Inverter Mental
     Scrambler
  Two rounds after being activated, 
  the device creates an invisible field 
  that fills an area within short range 
  and lasts for one minute. The field 
  scrambles the mental processes of all 
  thinking creatures so that their ethics 
  are inverted. The effect lasts as long 
  as they remain in the field and for 1d6 
  rounds after, although an Intellect 
  defense roll is allowed each round to 
  act normally (both in the field and after 
  leaving it). 
  2. Speed Boost
  Substance adds 1 to Speed Edge for one 
  hour.
  1. Sniper Strange Ammunition
  If attached to a weapon that uses 
  ammunition, decrease the difficulty 
  of ranged attacks with that weapon by 
  one step for one hour.
  2. Strength Boost
  Substance adds 1 to Might Edge for 
  one hour.
  1. Spying Detonation
  Cypher produces a tiny spying object 
  that resists detection as a level 8 
  creature due to its size and nature. The 
  spying object moves at great speed, 
  mapping and scanning an unknown 
  area. It moves 500 feet (152 m) per 
  level, scanning an area up to 50 feet (15 
  m) per level away from it. It identifies 
  basic layout, creatures, and major en-
  ergy sources. Its movement is blocked 
  by any physical or energy barrier. At the 
  end of its mapping run, it returns to 
  the user and reports unless it discovers 
  a predefined target during that period 
  (such as a creature of level 5 or higher, 
  a locked door, a major energy source, 
  and so on), in which case it detonates. 
  All creatures and objects within short 
  range take damage (electrical and 
  shrapnel usually) equal to the cypher’s 
  level.
  1. Slave Maker
  A successful melee attack against 
  creature similar in size to the user, 
  and whose level does not exceed the 
  cypher’s, bonds cypher to the target. 
  The target immediately becomes 
  calm. The target awaits the user’s 
  commands, and carries out all orders 
  to the best of its ability. The target 
  remains so enslaved for a number 
  of hours equal to its level minus the 
  cypher’s level. (If the result is 0, the 
  target remains enslaved for one min-
  ute; if the result is a negative number, 
  the target remains enslaved for just 
  one round.)
  1. Mind Restricting Wall
  Creates an immobile plane of perme-
  able energy up to 20 feet by 20 feet 
  (6.1 m by 6.1 m) for one hour. The 
  plane conforms to the space available. 
  Intelligent creatures passing through 
  the plane fall unconscious for up to 
  one hour, or until slapped awake or 
  damaged. 
  2. Monoblade
  Produces a 6-inch (15 cm) blade 
  that’s the same level as the cypher. 
  The blade cuts through any material 
  of a level lower than its own. If used 
  as a weapon, it is a light weapon that 
  ignores Armor of a level lower than its 
  own. The blade lasts for ten minutes. 
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  1. Electric Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus electrical damage 
  equal to the cypher level.
  2. Surveillance Set
  If one of the two pieces this cypher 
  comes with is placed at a specific loca-
  tion, whoever holds the other matched 
  piece can choose to see and hear ev-
  erything going on at the target location 
  as if she were there herself for up to a 
  day. Checking on the remote location 
  requires an action. The onsite piece of 
  the cypher hides its location at a level 
  equal to the cypher’s plus two.
  1. Cold Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus cold damage equal 
  to the cypher level.
  2. Telepathic Bond
  Device enables mental communica-
  tion with anyone who has a matching 
  implant, regardless of how far users 
  are from each other (even if users are 
  in different recursions) for one hour. 
  These devices are always found in 
  groups of two or more. 
  1. Poison Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus poison damage 
  equal to the cypher level.
  2. Translation Remedy
  Eases a translation attempt. If some-
  one is already easing the attempt, the 
  recovery time after the translation is 
  only one round. If the recovery time 
  is already reduced to one round by 
  another method, all involved in the 
  translation have the difficulty of tasks 
  within one minute reduced by one 
  step, post-translation.
  1. Psychic Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus psychic damage 
  equal to the cypher level.
  2. Exploding Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon inflict damage equal to cypher 
  level to all within immediate range of 
  target (if target is hit).
  1. Knockback Strange Ammunition
  If attached to a weapon that uses 
  ammunition, on an 18–20 successful 
  attack roll, target knocked back 30 feet 
  (9 m).
  2. Analeptic
  Points equal to the cypher level are 
  restored to the user’s Speed Pool.
  1. Acid Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus acid damage equal 
  to the cypher level.
  2. Vanisher
  User becomes invisible for ten min-
  utes. While invisible, she is specialized 
  in stealth and Speed defense tasks. 
  This effect ends if the user does some-
  thing to reveal presence or position—
  attacking, using an ability, moving a 
  large object, and so on. If this occurs, 
  the user can regain the remaining 
  invisibility effect by taking an action to 
  focus on hiding her position. 
  1. Sonic Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus sonic damage 
  equal to the cypher level.
  1. Fire Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus fire damage equal 
  to the cypher level.
  2. Wings
  User can fly at her normal speed for 
  one hour.
  2. Heart-Seeking Strange 
      Ammunition
  If attached to a weapon that uses 
  ammunition, on an 18–20 success-
  ful attack roll, target is slain.damage 
  equal to the cypher’s level + 2.
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 3
  1. Holding Strange Ammunition
  If attached to a weapon that uses 
  ammunition, on an 18–20 successful 
  attack roll, target can’t act on its next 
  turn.
  2. Curative
  Points equal to the cypher level are 
  restored to the user’s Might Pool.
  1. Super-Sniper Strange
     Ammunition
  IIf attached to a weapon that uses 
  ammunition, decrease the difficulty 
  of ranged attacks with that weapon by 
  two steps for one hour.to the cypher 
  level.
  2. Stim
  Decreases the difficulty of the next ac-
  tion taken by three steps.
  1. Banishing Strange Ammunition
  If attached to a weapon that uses 
  ammunition, on an 18–20 successful 
  attack roll, target is sent to a random 
  recursion.
  2. Meditative Aid
  Points equal to the cypher level are 
  restored to the user’s Intellect Pool.
  1. Addiction Condition Reliever
  Cures one occurrence of addiction. 
  2. Force Armor Projector
  Creates a shimmering energy field 
  around the user for one hour, during 
  which time he gains +3 Armor (+4 Ar-
  mor if the cypher is level 5 or higher).
  3. Autoimmune Disease Condition
      Reliever
  Cures one occurrence of autoimmune 
  disease.
  1. Monohorn
  User gains a single horn on the center 
  of his forehead. The horn is deadly 
  sharp, strong, and spirals down to 
  a solid base where it fuses with the 
  user’s flesh and bone. The user is 
  specialized in making melee attacks 
  with the horn, which is considered a 
  medium weapon. The horn lasts for a 
  number of hours equal to the cypher’s 
  level.
  2. Heartburn Condition Reliever
  Cures one occurrence of heartburn. 
  1. Matter Translation Ray
  The user can target one nonliving 
  object within long range that is no 
  larger than the user and whose level is 
  less than or equal to the cypher’s level. 
  The object is translated directly into a 
  random recursion. If the GM feels it 
  appropriate to the circumstances, only 
  a portion of an object is translated (a 
  portion whose volume is no more than 
  the user’s). 
  2. Hangover Condition Reliever
  Cures one hangover. 
  3. Fire Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from fire for 
  one hour. 
  1. Bloating Condition Reliever
  Cures one occurrence of bloating. 
  2. Cancer Condition Reliever
  Cures one occurrence of cancer. 
  3. Psychosis Condition Reliever
  Cures one occurrence of psychosis 
  (including 1 factor of alienation).
  1. Force Screen Projector
  Creates an immobile plane of solid 
  force up to 20 feet by 20 feet 
  (6.1 m by 6.1 m) for one hour. The 
  plane conforms to the space available.
  2. Bacterial Infection Condition
      Reliever
  Cures one occurrence of bacterial 
  infection. 
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  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
  1. Cold Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from cold for 
  one hour.
  2. Hiccups Condition Reliever
  Cures one occurrence of hiccups. 
  3. Acid Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from acid for 
  one hour.
  1. Nullification Ray
  Immediately ends one ongoing effect 
  within long range produced by an arti-
  fact, cypher, move, revision, or twist.
  2. Psychic Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from psychic 
  abilities for one hour.
  3. Insomnia Condition Reliever
  Cures one occurrence of insomnia. 
  4. Sonic Null Field
  User and all creatures within im-
  mediate range of the user gains a +5 
  bonus to Armor against damage from 
  extremely loud sounds for one hour.
  1. Sheltering Recursion
  A pocket-dimension sized recursion 
  is created that operates under the 
  same law as the recursion in which 
  the cypher is used. A single inappo-
  site gate is also created. The device 
  becomes inactive, but the recursion is 
  permanent.
  2. Joint Ligament Condition
     Reliever
  Cures one occurrence of degraded 
  joints, rendering them good as new.
  3. Electrical Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from electric-
  ity for one hour.
  1. Poison Reliever
  Cures one occurrence of poisoning.
  2. Blunt Force Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from bash-
  ing for one hour. 
  3. Slashing & Piercing Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from slash-
  ing and piercing for one hour.
  4. Viral Infection Condition
     Reliever
  Cures one occurrence of viral infection. 
  1. Radiation Spike
  Delivers a powerful burst of radiation 
  that disrupts the tissue of any creature 
  touched, inflicting damage equal to the 
  cypher’s level.
  2. Recursion Anchor
  Creature or object affected by this 
  cypher cannot translate or pass 
  through an inapposite gate for a day. 
  The cypher contains enough energy to 
  affect up to five creatures in immedi-
  ate range with one use. 
  1. Insight
  User asks GM a question and gets a 
  general answer (from whatever entity, 
  institution, or object most associ-
  ated with knowing in the particular 
  recursion or area of the Chaosphere 
  the cypher is used). The GM assigns a 
  level to the question, so the more ob-
  scure the answer, the more difficult the 
  task. Generally, knowledge that a PC 
  could find by looking somewhere other 
  than his current location is level 1, and 
  obscure knowledge of the past is level 
  7. Gaining knowledge of the future is 
  level 10, and such knowledge is always 
  open to interpretation.
  1. Glue
  A permanent bond is created between 
  any two physical objects. The strength 
  of the bond is equal to the cypher level.
  2. Grenade (Recursion)
  Explodes and creates a momentary in-
  apposite gate. Creatures within imme-
  diate range are sucked into a random 
  recursion (all affected creatures go to 
  the same recursion). Some recursion 
  detonation cyphers transfer targets to 
  a specified recursion. A character who 
  succeeds at a Strange knowledge roll 
  can determine this recursion ahead 
  of time; the difficulty is equal to the 
  cypher’s level.
  1. Age Taker
  User sheds a number of years equal to 
  three times the cypher’s level over the 
  next seven days, to physiological age 
  regression limit of twenty-three years.
  2. Enduring Shield
  User enjoys the effect of an asset to 
  Speed defense rolls for 1 day. 
  3. Attractor
  One unanchored item user’s size or 
  smaller within long range is drawn 
  immediately to the device over the 
  course of 1 round. The item has no 
  momentum when it arrives.
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  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 3
  Level 1d6 + 1
  Level 1d6 + 2
  1. Recursion Code
  The cypher serves as a recursion key to 
  a specific location within a recursion. 
  A recursion key does not create a gate 
  to the specified location--the recursor 
  must initiate a translation and succeed 
  on the translation roll normally. But on 
  a successful roll, everyone participating 
  in the translation appears in the loca-
  tion specified by the key (not the default 
  location for the recursion, or the place 
  the recursor initiating the translation 
  left from). 
  1. Strange Apotheosis
  User can access any skill or ability 
  she has ever gained by translating to 
  another recursion or prime world for 
  one hour. The user can also access 
  the skills and abilities granted by her 
  original focus, if that focus is not cur-
  rently active.
  2. Glue
  A permanent bond is created between 
  any two physical objects. The strength 
  of the bond is equal to the cypher level.
  1. Tissue Regeneration
  User regenerates 1 point of damage 
  per round for one hour, up to a total 
  number of points equal to twice the 
  cypher’s level. The character can 
  choose which Pool to add each point 
  as it becomes available. If the char-
  acter achieves maximum health, the 
  regeneration pauses until the character 
  becomes damaged again, at which 
  point regeneration begins again (if any 
  reserve regeneration remains) until the 
  overall duration expires.
  1. Transvolution
  Once activated (a process requiring 
  a few rounds of set-up), an instan-
  taneous doorway to another specific 
  location is created. The location can 
  be within the same recursion, or to a 
  specific location in another recursion. 
  A doorway to a location in the Strange 
  can also be created, but only if this 
  cypher is not used on a prime world 
  (such as Earth). The doorway lasts for 
  up to one minute.
  1. Vanisher
  User becomes invisible for ten min-
  utes. While invisible, she is specialized 
  in stealth and Speed defense tasks. 
  This effect ends if the user does some-
  thing to reveal presence or position—
  attacking, using an ability, moving a 
  large object, and so on. If this occurs, 
  the user can regain the remaining 
  invisibility effect by taking an action to 
  focus on hiding her position. 
  2. Wings
  User can fly at her normal speed for 
  one hour.
  1. Effect Resistance
  User gains a second defense roll to 
  avoid a failed defense roll against 
  direct damaging effects (except blunt 
  force, slashing, or piercing) if the 
  level of the attack is less than or equal 
  to the cypher level for 1 day.
  2. Effort Enhancer
  User can apply one level of Effort to 
  a noncombat task without spending 
  points. The level of Effort provided 
  does not count toward the maximum 
  amount of Effort a character can nor-
  mally apply to one task.
  1. Melt All
  Organic slime dissolves 1 cubic foot 
  (0.3 m) of material each round. After 
  one round per cypher level, the slime 
  dies and becomes inert.
  2. Force Armor Projector
  Creates a shimmering energy field 
  around the user for one hour, during 
  which time he gains +3 Armor (+4 Ar-
  mor if the cypher is level 5 or higher).
  1. Uninterruptible Power Source
  Once activated, the device provides 
  power appropriate to some other 
  device for up to a day. The device to 
  be powered can be as simple as a 
  light source to as complex as a small 
  starcraft, assuming the cypher’s level 
  is equal to the item’s power require-
  ments; a desk lamp is the equivalent 
  of a level 1 power requirement, a car 
  engine is a level 5 power requirement, 
  while a starship is a level 10 power 
  requirement.
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  Level 1d6
  Level 1d6
  Level 1d6
  Level 1d6
  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 1
  Level 1d6 + 2
  2. Reflex Enhancer
  The difficulty of any task involving 
  manual dexterity is decreased by two 
  steps for the user for one hour.
  3. Fractal Surfing Enhancement
  User trained in fractal surfing for 1 day.
  1. Type Ability Enhancement
  For the next day, the character has 
  training in one twist, revision, or move 
  the user has.
  1. Sniper Module
  For the next hour, the ranged weapon’s 
  effective range this cypher is
  attached to increases to 2 miles (3.2 
  km).
  2. Effort Enhancer
  User applies one level of Effort to a 
  noncombat task without spending any 
  points from a Pool. The level of Effort 
  provided by this cypher does not 
  count toward the maximum amount 
  of Effort a character can normally ap-
  ply to one task.
  3. Darksight 
  Grants the ability to see in the dark for 
  eight hours.
  1. Melee Enhancement
  User trained in melee attacks for 1 day.
  2. Darksight
  Grants the ability to see in the dark for 
  eight hours.
  3. Chaosphere Navigation
      Enchancement
  User trained in Chaosphere navigation 
  for 1 day.
  1. Intelligence Focus
  The difficulty of any task involving 
  intelligent deduction, such as playing 
  chess, inferring a connection between 
  clues, solving a mathematical 
  problem, finding a bug in computer 
  code, and so on, is decreased by two 
  steps for the user for one hour. In the 
  hour following the first, the strain 
  increases the difficulty by two steps for 
  the same tasks.
  2. Ranged Enhancement
  For the next day, the character has 
  training in ranged attacks.
  1. Magnetic Ray Emitter
  Projects a ray of destructive magnetic 
  energy up to 200 feet (61 m) that 
  inflicts damage equal to the cypher’s 
  level + 2.
  2. Analeptic
  Points equal to the cypher level are 
  restored to the user’s Speed Pool.
  1. Armor Reinforcer +3, Cold
  User’s armor gains a +3 bonus to 
  Armor (+5 vs. cold) for 1 day.
  2. Lift
  User can float up into the air or back 
  down again at a rate of 20 feet (6.1 m) 
  per round for 1 hour. Winds or other 
  effects can move the cypher user 
  laterally.
  3. Armor Reinforcer +3, Acid
  User’s armor gains a +3 bonus to 
  Armor (+5 vs. acid) for 1 day.
  1. Effect Resistance
  User gains a second defense roll to 
  avoid a failed defense roll against 
  direct damaging effects (except blunt 
  force, slashing, or piercing) if the 
  level of the attack is less than or equal 
  to the cypher level for 1 day.
  2. Abeyance Trap
  Target creature within short range 
  whose level does not exceed the 
  cypher’s goes into abeyance, exactly as 
  if it had translated to another 
  recursion, except that no version of 
  the creature appears in any other 
  recursion. Instead, the affected crea-
  ture simply doesn’t exist for one hour.
  1. Armor Reinforcer +2
  User’s armor gains a +2 bonus to Armor 
  for 1 day.
  2. Nutrition and Hydration
  User can go without food and water 
  for a number of days equal to cypher 
  level.
  3. Effort Enhancer
  User can apply one level of Effort to 
  a noncombat task without spending 
  points. The level of Effort provided 
  does not count toward the maximum 
  amount of Effort a character can nor-
  mally apply to one task.
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  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 2
  Level 1d6 + 3
  Level 1d6 + 3
  Level 1d6 + 2
  Level 1d6 + 4
  1. Flashburst
  If thrown, travels to indicated spot 
  within short range and explodes in an 
  immediate radius, blinding all within it 
  for one minute.
  2. Curative
  Points equal to the cypher level are 
  restored to the user’s Might Pool.
  1. Manipulation Beam
  The user can activate the cypher a 
  total number of times equal to the 
  cypher’s level during a day. Each time, 
  the wearer can choose to affect an 
  object she can see within long range 
  that weighs no more than an object 
  the wearer herself could physically 
  affect. The effect must occur over the 
  course of a round, and could range 
  from closing or opening a door, keying 
  in a number on a keypad, transferring 
  an object a short distance, wresting an 
  object from another creature’s grasp 
  (on a successful Might-based roll), 
  or pushing a creature an immediate 
  distance.
  2. Meditation Aid
  Points equal to the cypher level are 
  restored to the user’s Intellect Pool.
  1. Intellect Enhancement
  Adds 1 to Intellect Edge for one hour.
  2. Speed Enhancement
  Adds 1 to Speed Edge for one hour.
  3. Blackout
  An area within immediate range of the 
  user becomes secure against 
  any effect outside the area that sees, 
  hears, or otherwise senses 
  what occurs inside. To outside observ-
  ers, the area is a “blur” to any 
  sense applied. Taps, scrying sensors, 
  and other direct feed surveillance 
  methods are also rendered inoperative 
  within the area for the duration.
  1. Shrapnel Grenade
  Explodes in an immediate radius, 
  inflicting shrapnel damage equal to the 
  cypher level.
  2. Focus Hook
  If used while translating or during 
  the recovery period immediately after 
  translating to another recursion or 
  prime world, the user can retain the 
  focus of the previous recursion or 
  prime world even if that focus is not 
  normally draggable. The focus is re-
  tained for as long as the user remains 
  in the new recursion.
  3. Fire Grenade
  Explodes in an immediate radius, 
  inflicting fire damage equal to the 
  cypher level.
  1. Strength Boost
  Adds 1 to Might Edge for one hour.
  2. Fire Strange Ammunition
  If attached to a weapon that uses 
  ammunition, ranged attacks with that 
  weapon deal bonus fire damage equal 
  to the cypher level.
  1. Transvolution
  Once activated (a process requiring 
  a few rounds of set-up), an instan-
  taneous doorway to another specific 
  location is created. The location can 
  be within the same recursion, or to a 
  specific location in another recursion. 
  A doorway to a location in the Strange 
  can also be created, but only if this 
  cypher is not used on a prime world 
  (such as Earth). The doorway lasts for 
  up to one minute.
  1. Blunt Force Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from bash-
  ing for one hour.
  2. Acid Null Field
  User and all creatures within immedi-
  ate range of the user gains a +5 bonus 
  to Armor against damage from acid for 
  one hour.
  1. Force Armor Projector
  Creates a shimmering energy field 
  around the user for one hour, during 
  which time he gains +3 Armor (+4 Ar-
  mor if the cypher is level 5 or higher).
  2. Force Screen Projector
  Creates an immobile plane of solid 
  force up to 20 feet by 20 feet 
  (6.1 m by 6.1 m) for one hour. The 
  plane conforms to the space available.
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  Level 1d6 + 2
  Level 1d6 + 4
  Level 1d6 + 4
  Level 1d6 + 4
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  1. Nerve Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Living creatures that breathe 
  suffer Speed damage equal to the 
  cypher level.
  2. Mind-numbing Gas Ammunition
  When fired, the cypher bursts in a 
  poisonous cloud within an immediate 
  distance. The cloud lingers for 1d6 
  rounds unless conditions dictate oth-
  erwise. Living creatures that breathe 
  suffer Intellect damage equal to the 
  cypher level.
  1. Recursion Anchor
  Creature or object affected by this 
  cypher cannot translate or pass 
  through an inapposite gate for a day. 
  The cypher contains enough energy to 
  affect up to five creatures in immedi-
  ate range with one use.
  2. Recursion Code
  The cypher serves as a recursion key 
  to a specific location within a recur-
  sion. A recursion key does not create 
  a gate to the specified location--the 
  recursor must initiate a translation 
  and succeed on the translation roll 
  normally. But on a successful roll, 
  everyone participating in the transla-
  tion appears in the location specified 
  by the key (not the default location for 
  the recursion, or the place the recur-
  sor initiating the translation left from). 
  1. Strange Apotheosis
  User can access any skill or ability 
  she has ever gained by translating to 
  another recursion or prime world for 
  one hour. The user can also access 
  the skills and abilities granted by her 
  original focus, if that focus is not cur-
  rently active.
  2. Attractor
  One unanchored item user’s size or 
  smaller within long range is drawn 
  immediately to the device over the 
  course of 1 round. The item has no 
  momentum when it arrives.
  1. Tissue Regeneration
  User regenerates 1 point of dam-
  age per round for one hour, up to a 
  total number of points equal to twice 
  the cypher’s level. The character 
  can choose which Pool to add each 
  point as it becomes available. If the 
  character achieves maximum health, 
  the regeneration pauses until the 
  character becomes damaged again, at 
  which point regeneration begins again 
  (if any reserve regeneration remains) 
  until the overall duration expires.
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  Standard Physics (Earth): Taser-like 
  contraption
  Magic (Ardeyn): Elixir in glass vial
  Mad Science (Ruk): Flechette gun
  Psionics: Crystal headpiece
  Substandard Physics: Green rock
  Exotic: Point of scarlet light
  Standard Physics (Earth): Syringe 
  filled with red fluid
  Magic (Ardeyn): Rod
  Mad Science (Ruk): Spine
  Psionics: Bright-eyed rat
  Substandard Physics: Reddish-blue 
  rock
  Exotic: Smell of lilacs
  Standard Physics (Earth): Green 
  pills
  Magic (Ardeyn): Jar of unguent
  Mad Science (Ruk): Injector
  Psionics: Translucent cape
  Substandard Physics: Length of 
  hemp
  Exotic: Sound of chimes
  Standard Physics (Earth): Badge
  Magic (Ardeyn): Lavender Periapt
  Mad Science (Ruk): Machine graft
  Psionics: Crystal glove
  Substandard Physics: Fish scale
  Exotic: Taste of bitter apples
  Standard Physics (Earth): Packet of 
  candy
  Magic (Ardeyn): Glowing elixir in glass 
  vial
  Mad Science (Ruk): Sheath of living 
  slime
  Psionics: Gold torc
  Substandard Physics: Human tooth
  Exotic: Mathematical proof
  Standard Physics (Earth): Yellow 
  pills
  Magic (Ardeyn): Tiny draconic imp
  Mad Science (Ruk): Tendril graft
  Psionics: Silver torc
  Substandard Physics: Fist-sized 
  granite rock
  Exotic: Lump of moldable flesh
  Standard Physics (Earth): Black 
  leather glove
  Magic (Ardeyn): Candle
  Mad Science (Ruk): Palm graft
  Psionics: Jade bracelet
  Substandard Physics: Antelope 
  thighbone
  Exotic: Frog with the face of a woman
  Standard Physics (Earth): One-use 
  smartphone app
  Magic (Ardeyn): Oil lamp
  Mad Science (Ruk): Spider that purrs
  Psionics: Levitating periapt
  Substandard Physics: Smoldering 
  coal
  Exotic: Dull pain
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  Standard Physics (Earth): Voltmeter-
  like device
  Magic (Ardeyn): Rune inscribed on 
  scroll
  Mad Science (Ruk): Adhesive skin 
  patch
  Psionics: Orbiting psychic crystal
  Substandard Physics: Shark tooth
  Exotic: Patterned breeze
  Standard Physics (Earth): Blue pills
  Magic (Ardeyn): Cloudy elixir in glass 
  bottle
  Mad Science (Ruk): Spider that chirps
  Psionics: Mood ring
  Substandard Physics: Thorn head-
  band
  Exotic: Specific feeling of melancholy 
  fear
  Standard Physics (Earth): Copper 
  coin
  Magic (Ardeyn): Golden crown
  Mad Science (Ruk): Umbilical
  Psionics: Crystal strand
  Substandard Physics: Boar tusk
  Exotic: Point of utter darkness
  Standard Physics (Earth): Goggles
  Magic (Ardeyn): Bone wand
  Mad Science (Ruk): Eye graft
  Psionics: Floating third eye
  Substandard Physics: Lion’s claw
  Exotic: Smell of sour milk
  Standard Physics (Earth): Spare 
  LED light
  Magic (Ardeyn): Glowing wand
  Mad Science (Ruk): Biocapacitor
  Psionics: Ebony bracer
  Substandard Physics: Dried leaves
  Exotic: Living fire
  Standard Physics (Earth): Coffee 
  mug with smiley face
  Magic (Ardeyn): Tiny golem
  Mad Science (Ruk): Biomodule
  Psionics: Elegant facemask
  Substandard Physics: Feathered 
  mask
  Exotic: Dream of an eyeless face
  Standard Physics (Earth): Scarf
  Magic (Ardeyn): Vest
  Mad Science (Ruk): Pod
  Psionics: Crystal ring
  Substandard Physics: Knucklebone
  Exotic: Series of nonsense words
  Standard Physics (Earth): Ball cap
  Magic (Ardeyn): Wizard’s hat
  Mad Science (Ruk): Hair graft
  Psionics: Crystal helmet
  Substandard Physics: Scalp
  Exotic: Sound of running water
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  Backpack
  Backpack
  Standard Physics (Earth): Backpack
  Magic (Ardeyn): Large leather bag
  Mad Science (Ruk): Expandable locker
  Psionics: Crystal necklace
  Substandard Physics: River worn 
  stone
  Exotic: Specific feeling of happy 
  sadness
  Standard Physics (Earth): Small 
  grenade
  Magic (Ardeyn): Dust in a pouch
  Mad Science (Ruk): Pulsing organic 
  pod
  Psionics: Scarlet mask
  Substandard Physics: Stone axe
  Exotic: Smell of exotic perfume
  Standard Physics (Earth): Tube of 
  paste
  Magic (Ardeyn): Rune stone
  Mad Science (Ruk): Sealed test tube 
  with red fluid
  Psionics: Mirror that sometimes 
  reflects nothing
  Substandard Physics: Scrap of 
  leather
  Exotic: Moment of intense peace
  Standard Physics (Earth): Belt 
  buckle with logo
  Magic (Ardeyn): Silver dragon medal-
  lion
  Mad Science (Ruk): Subdermal injec-
  tion
  Psionics: Flare of purple light caught 
  in prism
  Substandard Physics: Dried animal 
  foot
  Exotic: False proof
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SOURCE: textdata/thevault/Cypher System/Game Tools/Decks/The Strange/The Strange Cypher Deck.pdf