SPECIAL ROLLS TIMEKEEPING RANDOM CYPHERS FORM CYPHER LIST DAMAGE FROM HAZARDS
Table A Source Damage Notes
1: Intrusion. The GM makes a free intrusion and doesn’t Strike a specific body part: The attacker strikes a specific Action Time Usually Required d100 Cypher form d100 Cypher form
01-02 Ability Boost 77-78 Curse Bringer 49-50 Force Screen Projector 23-24 Psychic Message Falling 1 point per 10 feet (3 m) fallen (ambient damage) —
award experience points (XP) for it. spot on the defender’s body. The GM rules what special Walking a mile over easy terrain About fifteen minutes 01–02 Bone runeplate 48–50 Leaf
03-04 Acid Spike 79-80 Darkeye 51-52 Giant's Blow 25-26 Poison Immunity
17: Damage Bonus. If the roll was an attack, it deals 1 effect, if any, results. For example, hitting a creature’s Minor fire 3 points per round (ambient damage) Torch
Walking a mile over rough terrain (forest, snow, hills) About half an hour 03–04 Book page 51–54 Ointment 05-06 Aid 81-82 Death Bringer 53-54 Giant's Pace 27-28 Protective Shell
additional point of damage. tentacle that is wrapped around an ally might make it Major fire 6 points per round (ambient damage) Engulfed in flames; lava
easier for the ally to escape the hold. Hitting a foe in the Walking a mile over difficult terrain (mountains, thick About forty-five minutes 05–07 Bottle of powder 55–57 Metal runeplate 07-08 Akashic Intelligence 83-84 Defending Barrier 55-56 Giant's Size 29-30 Reflex Boon
18: Damage Bonus. If the roll was an attack, it deals 2 eye might blind it for one round. Hitting a creature in its jungle) 08–09 Brand 58–60 Oily potion Acid splash 2 points per round (ambient damage) —
09-10 Akashic Memory 85-86 Desert Blow 57-58 Giant Strength 31-32 Regeneration
additional points of damage. one vulnerable spot might inflict a damage that ignore Moving from one significant location in a city to another About fifteen minutes Acid bath 6 points per round (ambient damage) Immersed in acid
10–12 Brick 61–62 Paper scroll 11-12 Akashic Remembering 87-88 Detonation 59-60 Golemflesh 33-34 Remove Disease
19: Minor Effect. The PC gets a minor effect in addition Armor. Sneaking into a guarded location About fifteen minutes Cold 1 point per round (ambient damage) Below freezing temperatures
13–15 Carved bone 63–66 Incense 13-14 Akashic Secret 89-90 Detonation (Creature) 61-62 Hawkeye 35-36 Repel
to the normal results of the task if it was not
20: Major Effect. If the PC spent points from a stat Pool Observing a new location to get salient details About fifteen minutes 16–18 Carved stick 67–71 Parchment scroll 15-16 Akashic Sight 91-92 Detonation (Desiccating) 63-64 Hunter/Seeker 37-38 Restore Agility Severe cold 3 points per round (ambient damage) Iced area and very cold liquid
an attack. If the roll was an attack, it deals 3
additional points of damage, or the PC gets a on the action, the point cost for the action Having an in-depth discussion About ten minutes 19–20 Carved tooth 72–74 Pouch of powder 17-18 Alchemical Repair 93-94 Detonation (Disintegration) 65-66 Incorporeal Form 39-40 Restore Strength Shock 1 point per round (ambient damage) Often involves losing next action
minor effect, such as: decreases to 0, meaning the character regains 19-20 Analyze Creature 95-96 Detonation (Flash) 67-68 Instant Servant 41-42 Rust Worm
those points as if she had not spent them at all.
Resting after a fight or other strenuous activity About ten minutes 21–23 Chalky potion 75–76 Skin drawing Lighting bolt 6 points per round (ambient damage) Often involves losing next action
21-22 Attractor 97-00 Detonation (Gravity) 69-70 Instant Shelter 43-44 Shadow Blade
Damage object. Instead of striking the foe, the attack The PC gets a major effect in addition to the Resting and having a quick meal About half an hour 24–26 Charm 77–80 Stone Crush 3 points Object or creature falls on
23-24 Banishing 71-72 Intruder Warning 45-46 Shadow Horn character
strikes what the foe is holding. If the attack hits, the normal results of the task if it was not an attack. Making or breaking camp About half an hour 27–29 Potion 81–82 Tattoo
character makes a Might roll with a difficulty equal If the roll was an attack, it deals 4 additional 25-26 Bash Table b 73-74 Invisibility 47-48 Silence Burst
Shopping for supplies in a market or store About an hour 30–33 Clay runeplate 83–85 Salve Huge crush 6 points Roof collapse; cave-in
to the object’s level. On a success, the object moves points of damage, or the PC gets a major effect, 27-28 Beam (Destroyer) 01-02 Detonation (Matter 75-76 Levitation 49-50 Silent Sheath
such as: Meeting with an important contact About half an hour 34–37 Crystal 86–88 Tube of powder Collision 6 points Large, fast object strikes character
one or more steps down the object damage track. 29-30 Beam (Command) Disruption) 77-78 Limp Grip 51-52 Sleep
Distract: For one round, all of the foe’s tasks are Disarm: The foe drops one object that it is Referencing a book or website About half an hour 38–39 Elaborate scar 89–92 Vellum scroll 31-32 Beam (Fear) 03-04 Detonation (Pressure) 79-80 Longevity 53-54 Slippery DISASTER TIME CHARtS
hindered. holding. 40–42 Envelope of powder 93–96 Watery potion 05-06 Detonation (Sonic)
Searching a room for hidden things At least half an hour, perhaps one hour 33-34 Beam (Friend Slaying) 81-82 Magnetic Force 55-56 Solvent Event Premonition Devastation Reclamation
Knock back: The foe is knocked or forced back a few
feet. Most of the time, this doesn’t matter much, but if Impair: For the rest of the combat, all tasks the Searching for cyphers or other valuables amid a lot of stuff About an hour 43–44 Fuming potion 97–99 Wood runeplate 35-36 Beam (Mind Disrupting) 07-08 Detonation (Spawn) 83-84 Magnetic Shield 57-58 Speed Boon
Earthquake 2-3 days (strange animal behavior, Seconds to Minutes Days (eased by 1)
foe attempts are hindered. 45–47 Glass 00 Elixir 37-38 Beam (Numbing) 09-10 Detonation (Web) 85-86 Matter Transference 59-60 Spryte Size
the fight takes place on a ledge or next to a pit of lava, Identifying and understanding a cypher Fifteen minutes to half an hour strange lights - hindered by 3) (hindered by 3)
the effect can be significant. Knock down: The foe is knocked prone. It can get 39-40 Beam (Paralysis) 11-12 Disguise Self 87-88 Meditation Boon 61-62 Spying Seed Flood Seconds to a day (frequent rainfall - Hours (hindered by 1) Weeks (hindered by 3)
Move past: The character can move a short distance at up on its turn. Identifying and understanding an artifact At least fifteen minutes, perhaps three hours RECOVERY ROLL SPELL BACKLASH 41-42 Beast Control 13-14 Dominate 89-90 Memory Boon 63-64 Startling Field hindered by 2)
the end of the attack. This effect is useful to get past a Repairing a device (assuming parts and tools available) At least an hour, perhaps a day Recovery Rest Time d20 Backlash 43-44 Beast Totem Shape 15-16 Dramojh Disrupting 91-92 Memory Switch 65-66 Strength Boon Tornado Hours (dark, greenish sky - hindered by Hours (hindered by 1) Days (equal to the level of the
foe guarding a door, for example. Stun: The foe loses its next action. Building a device (assuming parts and tools available) At least a day, perhaps a week Roll Needed 1-4 The weather changes in a nonsensical 45-46 Blessing of the Unfettered 17-18 Dramojh Slumber 93-94 Mental Confusion 67-68 Telekinesis 2) disaster)
First recovery roll One action way for 20 minutes and is a Level 3 47-48 Blindsight 19-20 Eldritch Armor 95-96 Metal Destroyer 69-70 Telepathic Bond Hurricane 3 days or less (ocean swells - hindered Hours (hindered by 1) Weeks (hindered by 3)
TASK DIFFICULTY THE DAMAGE TRACK hazard. Blizzard in the desert or a
Second recovery roll Ten minutes 49-50 Blinking 21-22 Eldritch Clouds 97-00 Mind Protection 71-72 Teleporter (Bounder) by 2)
Task Difficulty Description Target No. Guidance Hale is the normal state for a character: all four stat Pools are at 1 or higher, and the PC has no penalties desiccating wind in the jungle.
Third recovery roll One hour 51-52 Blur 23-24 Eldritch Impulse 73-74 Teleporter (Traveler) Tsunami wave train, Hours (hindered by 3) Hours to days Months (hindered by 3)
0 Routine 0 Anyone can do this basically every time. from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they 5-9 Summons a creature with level equal 25-26 Eldritch Touch Table c 75-76 Time Dilation (Defensive) (sudden low, severe low (hindered by 2)
Fourth recovery roll Ten hours 53-54 Camouflage
become impaired. Note that a character whose stat Pools are much lower than normal can still be hale. to the spell tier and related to the spell tide - hindered by 1)
1 Simple 3 Most people can do this most of the time. 55-56 Canny Effort 27-28 Eldritch Wave 01-02 Mind Shield 77-78 Time Dilation (Offensive)
effects. It will immediately attempt to
2 Standard 6 Typical task requiring focus, but most people can usually do this. attack the caster. 57-58 Charm 29-30 Empower Skill 03-04 Mirage 79-80 Unlock Wildfires Minutes (huge smoke column or wall - Hours to days Months (equal to the level of
Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per
31-32 Energy Resistance 05-06 Mirror Images 81-82 Walking Corpse eased by one) (hindered by 2) the disaster)
3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed. level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels COMMON ACTION 10-14 For two rounds, a person-sized portal 59-60 Clairvoyance
of Effort costs 7 points instead of 5. An impaired character ignores minor and major effect results on their opens but the bright light emanated 61-62 Clone Attack 33-34 Energy Shield 07-08 Nullification 83-84 Wall of Air DISTANCE
4 Difficult 12 Trained people have a 50/50 chance to succeed.
rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or Attack (Evolved, page 163) hides what is on the other side. 63-64 Command Animal 35-36 Eye of the Eagle 09-10 Peer Through Matter 85-86 Wall of Flames Immediate Right there. No more than 10 feet (3m). A character can move an
5 Challenging 15 Even trained people often fail. higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one Activate a special ability (one that
15-19 The effect does not go off but pool 65-66 Communication 37-38 Farsight 11-12 Perfection 87-88 Wall of Frost immediate distance and do something else on his turn.
6 Intimidating 18 Normal people almost never succeed. of their stat Pools to 0, they become debilitated. isn’t an attack)(Evolved page 171)
points are not expended. 67-68 Comprehension 39-40 Fireplace Warmth 13-14 Phase Disruptor 89-90 Wall of Lightning Short Not far. 50 feet (15 m) or so. A character can move a short distance
Move (Evolved page 172) Try to use three to four GM Intrusions
7 Formidable 21 Impossible without skills or great effort. 20 An opposing clone that is a Level 69-70 Controlled Blinking 41-42 Fireproofing 15-16 Poison (Emotion) 91-92 Wall of Mind Crush as his turn.
Debilitated is a critically injured state. A debilitated character may not take any actions other than to move Wait (Evolved page 173) per session. Remember to award 2 XP
8 Heroic 24 A task worthy of tales told for years afterward. (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they Defend (Evolved page 173) 5 version of the caster appears to 71-72 Creature Ward 43-44 Flight 17-18 Poison (Explosive) 93-94 Waterborn points to the affected player. Long Pretty far. 100 feet (30 m) or so. A character can move a long
can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead. Do something else(Evolved page 173) oppose the caster. This could range 19-20 Poison (Mind Controlling) distance as his turn, but there is a roll involved.
9 Immortal 27 A task worthy of legends that last lifetimes. 73-74 Cube of Force 45-46 Floating Object 95-96 Weapon Boon
from being contrarian to replacement.
10 Impossible 30 A task that normal humans couldn’t consider (but one that doesn’t 75-76 Cure 47-48 Focalize 21-22 Poison (Mind Disrupting) 97-00 Witchery Resistance Very Long Very long distance is anything greater than long distance but less
Dead is dead. than 500 feet (150 m) or so.
break the laws of physics).
Roll d6 (1-2 Table A, 3-4 Table B, 5-6 Table C ). Then roll d100 for random cyphers.
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