Cipher - Core Rulebook (bmg0002) PDF

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The document discusses roleplaying games and how they allow players to explore what it would be like to have power and face difficult choices and consequences. It introduces the Cipher roleplaying game which gives players powers and turns them loose in a dangerous world.

The book is a roleplaying game rulebook that introduces the world and system for playing a character called a Cipher who has mental abilities. It provides an overview of the setting, antagonists, mechanics, talents, doctrines and more for playing a Cipher in a modern reflective world.

Ciphers are said to have mental powers and abilities to affect body, mind and matter with thought. Some specific abilities mentioned include psychokinesis, telekinesis, telepathy, pyrokinesis, radiokinesis and more.

Core Rulebook

THE UNITED STATES OF AMERICA


DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

5 Main Street, Bldg. 5


Washington, D.C 00000
August 14, 2010

Foreword,
What would you do with power? Real POWER. The kind that can only be
expressed through capitalization. POWER. See? POWER that separates
you from the sweaty throngs of humanity just by wielding it. POWER
that hums. POWER that screams. Real POWER.

ii

Most of us are never lucky enough to get our hands on that kind of
power.
We are only left to imagine if we could maintain all the
trappings of our humanity when we are no longer forced to play along.
With only imagination to guide us we turn to movies, television,
and books to give us a taste of what well likely never have. While
certainly entertaining, these mediums dont really help us answer my
opening question nor do they give us any real insight into who we
are.
For a more thorough exploration of the topic, and ones like
it, Ive found roleplaying games to be a great resource.

D.A.E.

MON

Now, dont think Im getting pretentious here. Anyone who has listened
to me prattle away on The Podge Cast knows that I fall about as far
away from gaming is art as it gets.
That said, I dont think
theres another medium that lets us truly explore what it would be
like to be more than human and to have choices and consequences
presented to us that real life would never allow. They allow us to
unleash sides of ourselves that are usually hidden, often surprising
not only the other players but also ourselves.
Thats why Ive always felt the very best roleplaying games offer
that grand trifecta of power, choice, and consequence. Many games
satisfy that first point, but fall flat on the other two. Such power
fantasies are certainly fun but offer no more depth than a video
game. To truly tap into the unique qualities of roleplaying games
one has to force hard choices into the power fantasy and have a group
and GM willing to follow those choices to their logical conclusion.

WASHINGTON, D.C.

THE UNITED STATES OF AMERICA


DEPARTMENT OF ALTERNATIVE ENERGY MONITORING
Whether that conclusion is glory or tragedy matter little because,
either way, it is going to be memorable drama-laden experience.
Cipher, the book you hold in your hands, gives your character POWER
and turns him loose into a dangerous world.
What will you do with
that power?
Will you fulfill your own selfish needs or will you
pursue altruism? Will you try to hide your talents in denial of your
nature?
What will you do if other take notice (and they will) of
what you can do? How far will you go to chase your goals? To hide
your secrets? To be the person you want to be?
With that I challenge you to take this game beyond power fantasy.
Broken Meme have given you all the tools you need to do so: great
antagonists, a detailed world, and all sorts of abilities you can
use to get yourself in trouble. GMs, challenge the very core values
of your players at every opportunity. Make them decide. Make them
take sides. Players, dont just let yourself be challenged. Invite
the challenge by putting your characters in situations where they are
going to have to make the best choice out of terrible options. It can
be harsh. It can be cruel. It can be absolutely brutal.
And youll love every minute of it, I promise.
Cipher gives you power and sets you on a journey down a thorny path.
If by the end of that journey your characters perceptions of the
world and himself havent drastically changed then youve missed out
on the greatest opportunity this game gives you. Dont let it pass
you by.

D.A.E.

MON

So I ask again: What would you do with power?

Lucias Meyer
Spooky Outhouse Productions
LM:bc

WASHINGTON, D.C.

iii

THE UNITED STATES OF AMERICA


DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

Credits

iv

Concept
Written
Fiction
Vector Rules System



Cover Art
Interior Art


Layout
Edited
Foreword
Playtesters



Soundtrack

Paul E. Holmes
Paul E. Holmes
Carolyn Holmes
Paul E. Holmes
Jason Baker
Ben Collins
Carolyn Holmes
John Irvine

D.A.E.

George C. Cotronis
Yen Nguyen
Michael Rookard
Rodger Francis II
Ben Collins
Carolyn Holmes
Lucius Meyer
Brian Morton, Robyn Morton,
Aaron Sharp, Valerie Sharp,
Andrea Molina, Thomas Molina,
Karla Hansen-Speer, Jim Speer
Ben Vance

MON

This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincindental and unintentional except for those people and events described in historical context.
No portion of this book may be reproduced by any means without the express consent of of the
copyright holders.
Copyright 2010 Broken Meme gamedesignstudio
Broken Meme gamedesignstudio
brokenmeme.com

WASHINGTON, D.C.

THE UNITED STATES OF AMERICA


DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

Table

of

Contents

One:Introduction
The World Of Cipher
Today
The Three Tomorrows
Two:Character
Cipher Doctrines
Attributes
The Cipher Patch
List Of Talents

6
10
15
16

30
30
38
45
52

Three: System 86
Basic Task Resolution 86
Combat 89
Aberrations 105
Weaponry 111
Four: Gamemaster
The Doctrines
Ectovores
The Three Tomorrows
Sample Npcs

D.A.E.

MON

126
128
181
188
208

Five:Appendices 208
A Quick Scenario 210
Index 217

WASHINGTON, D.C.

Once I had been a noted doctor in my field. You wouldnt see me on TV; you wouldnt

know me on the street. But if you were a parent with a kid who needed help, if you had suddenly
lost your child to schizophrenia or depression or worse, your kindly family doctor would lean
in and tell you of my articles and my background and how I had helped others and youd feel a
burst of relief. I even looked the part, young enough for energy, old enough for experience. I had
glasses, but they werent bifocals; I had an office, but it was in a small, private hospital, not the
frightening one youd looked at in your hometown. I was the man who promised the chance for
everything to be okay.
And now I was sitting here, diner coffee burning a hole in my stomach, and I couldnt even
pay for it, something the waitress was seeming to figure out as a frown creased her plump, lined
face and she whispered to the cook through the pass through. The large man was staring at me,
his head shaking back and forth slowly, his spatula still lazily clutched in one hand. In my pocket
the only paper was a small scrap with a phone number that didnt work and on my face was a
beard that still itched. My clothes were from some church basement, my shoes had a hole, I
didnt even have any socks, and if things didnt work out, Id be one of those people you read
about in the papers that justdisappeared.
I was desperate.
That scrap of paper was my only hope. The first time Id called, someone had answered.
Shed listened. Shed told me what to do and Id done it. I didnt have any other choice. I knew
how lucky Id been in the past to make it this far, to avoid capture, Id seen what had happened
to those who got in the way of those who hunted me. This diner had been at the end of a list of
twists and turns, of meetings and almost meetings that were intended to cover my trail. Meet
them here, she said, theyd approach me. Do what they said and theyd get me somewhere safe.

They were too late.


I knew that the moment I saw the three men in impeccable navy blue suits walk through the
door with its buzzing Open sign and the remnants of a hand painted logo proclaiming the place
to be Luckys. Everyone in that diner did. They all focused on their meals, on their cleaning.
Those three screamed GOVERNMENT just by being and no one here wanted any of what they
had. They came right to me and sat down, one beside me, one across, one in the booth behind.
They waved over the waitress and ordered and I just stared at my coffee. They even chitchatted
with each other while they waited for their food and I just stared at my coffee. They talked
football scores and I just stared at my coffee. When the food came and eggs and hashbrowns
appeared in front of me, I stared at that, my stomach too clenched to rumble.
Dr. Anthony? Your food is going to get cold and we wont be eating again for awhile.
I looked at him in shock and felt his contempt ringing in my brain, mingling with a bemused
sense of patience. Damn it, this was not the time I wanted my gift to work. I clenched my jaw
and grabbed the ketchup, using it to hide the shaking in my hands.
So who are you? FBI? NSA? Or do I just call you Agents? I spoke to the older guy beside
me and ketchup slopped everywhere and the other two customers headed for the door, their
jackets already on and their bills already paid. They didnt need anything beyond normal intuition
to know they wanted the hell out of here.
Agents is good enough. In fact, Im Agent John, across from you is Agent Paul, and behind
you is Agent Ringo, Agent Ringo, seated behind me with his arm across the back of the seat,
his hand brushing my shoulder, snorted and shook his head, Agent George is in the car and he
wont like waiting for long. Eat your food; its been awhile since you had a full, hot meal, our
records say at least two days. Well transport you when youre done.
I continued to stare at the food, uncertainty turning my once ravenous stomach into a solid
knot. The agents waited, the patience burning away with every ticking second.
Dr. Anthony? Youre making this difficult for yourself, his voice had dropped, his hand
was tapping the side of the cup, his ring clinking against the porcelain almost covering the words,
Unless you want the drugs, and I assure you that you dont, youll do as your told. Be a good
boy and eat.
And that was it. Agent John sipped his coffee, then started on his pancakes. Agent Paul lit a
cigarette. I couldnt really see what Agent Ringo did. They just went back to who might make
it to the Superbowl and let me try to eat. The food was ashes against my tongue, gravel in my
throat. I had never been so scared. So angry. These jagoffs had screwed my career, screwed my
life, and they were laying bets on a football game? The door chimed again, one of those electric
buzzers that was barely clinging to life, and a trucker walked in, his cap pulled low over his face,
hands in the pockets of his heavy coat, and everything changed.
The agent behind me, Agent Ringo, grew very still, his eyes locked on the trucker, the truckers
locked on him. I could feel the tension between them, an eerie hum nothing like electricity, more
frightening. The agent across from me, Agent Paul, glanced at the waitress and she took a deep
breath and crumbled, the slap of her body hitting the floor echoed by another slap from inside

the kitchen just on the other side of the pass through. The smell
and sound of searing flesh began to trickle out from the pass
through window and I knew the cook had been unlucky in his
landing. I drew back even farther from Agent John beside me;
watching his hand reach inside his jacket, pull something out.
The gun was heavy in the air, the barrel short and mean.
The gunshot mingled with the sound of the door slamming
open again, the buzzer-chime thing on the door almost covering
the pop as the trucker crumpled, blood gushing from his chest.
Ringo wiped blood from his nose and the attention turned to
the other trucker whod appeared in the doorway, this one old
and grizzled, his hands clenched tight around a rifle.
Paul stood and gestured and that tension filled the air again,
the wounded trucker reaching out to the one behind him. I could
feel that something was going on, something beyond anything
Id dealt with before. Then the wounded trucker fell and the old
man ratcheted back the shotgun and fired.
Johns hand exploded in a spray of blood and his gun flew
off to the side, clattering on the tile floorI clung to the wall,
Johns blood warm on my face, and Paul grimacedthe rifle
twisted and exploded the second trucker screamed there
was the sound of breaking bone and Ringo wiped away the
blood that was seeping from his eyes and nose Paul stepped
out of the booth and the second trucker breathed a last, rattling
breath.
Everything was silent.
Agent John looked at his hand, his face pale in the
fluorescent lights, and I could hear his bones moving back into
place, the flesh knitting together, before his color went back
to normal. Ringo was breathing heavily, Paul staring at him
in concern. There was a whistle in his breath, a twitch in his
cheek, something white seemed to be gathering at the corner
of his eyes.
The door chime went off again.
I wanted to tell her, to scream at her, to run as fast as she could. Her navy blue hooded
sweatshirt swallowed her hands as they hung against her sides, but the hood fell back to reveal
a face that had to be maybe eighteen, no more than twenty. Straight blonde hair that looked like
it had been brushed a week ago created lines against cheeks reddened slightly from the cold.
Her eyes panned the room, flitting over the waitress, lingering on the broken jukebox, stopping
completely at the two dead truckers at her feet. But when she looked up, there was nothing in

those blue eyes and she smiled a cold, cold smile. When she spoke, it was only one word, a
simple question, Veritas?
That word hit the room with all the force of a bomb and all three of the Agents leapt to
their feet, hands already scrabbling for guns, eyes focused and grim. Agent Johns fear washed
over me. The girl smiled even more as they leapt, a terrifying glee filling blue eyes. John flew
backwards, a wave of force slamming him into Ringo, the two of them ripping the booth table
from the wall. Paul grimaced again, but then his eyes widened just as the napkin dispenser met
his skull with a crunch, guided by unseen hands. Wetness sprayed my face for the second time
and the dispenser raised up, red and gray smearing its chrome, then slammed home again, nearly
vanishing into his brain, the diners logo and that ironic Luckys completely obscured by his
hair. A disconnected part of my mind flashed the cover to Abby Road and I bit back a high
pitched giggle.
I dove out of the booth, clocking my knee on what remained of the table, rolling under what
little shelter the counter provided when John tried to stand, his skin blanching as the girls eyes
turned to him. I could feel the temperature rise in the room then it shot up, the air almost sucked
from my lungs as John tried to scream, his hands clawing at the blazing inferno that had been his
shirt. He almost danced across the aisle, before he was hurled like a ragdoll through the glass of
the front window, Ringo following, his form already limp.
I made myself as small as I could, watching as cinders burst into life around me, hearing the
horrible wet sucking sound of the napkin dispenser lifting and falling one more time. There was
a long pause, broken by footsteps, bedraggled combat boots right before me. I followed the legs
up, past the hooded sweatshirt to those cold, cold eyes, and she reached out a hand.
The Captain, Oriflamme, sent me. There will be backup. We need to leave.
I just stared, at that hand, at the violence that surrounded me, and she sighed, her hand
impatiently waving, Choose, Doctor, wait here for more of them, that hand motioned towards
Paul disgustedly, or come with me to the ones who will keep you safe. If you choose to stay
here, you will become one of them, eventually. If you come with me, you will not become like
me. I can promise that. But decide now, I will not wait for you.
I thought of the man in Tulsa, dragged screaming into a truck. I thought of the girl I had once
helped, sent to me by whoever ran this organization, now a mindless drone filled with hatred and
loyalty and pain. I thought of the woman who had given me the number, her kindness and her
smile. I thought of the men who had just died to save me and those who had killed them and had
died in return.
I thought of all this and I took her hand.

One

One:Introduction

ipher is set in the America you live in, one


year from today. The things you learned in
school are unchanged. The Pop, Rock, and HipHop artists playing on your radio right now are
the same. The masses still shop at Wal-Mart,
eat at McDonalds, and watch Pixar movies
with their kids. The United States remains on a
paranoid, wartime footing following the events
of 9/11/2001, and the media is still fascinated by
celebrities caught cheating on their spouses. The
difference is that a hidden history flows beneath
and around us, and has since the early Twentieth
Century. History is gaining momentum and soon
it will be thrust from the shadow and into the light.

As a character in the world of Cipher, you play


a human gifted with psychic abilities. You can
achieve wondrous things with your mind alone,
but there is a price. You are forced to live your
life on the run; the only people you can trust are
those like you, Ciphers. You have the power to be
a hero or even a savior; if, that is, you can avoid
becoming prey.

Welcome
You

to the

World

of

Cipher.

are able to see tomorrow, but


can you survive today?

Chapter One: Introduction

What Is Cipher?
Cipher is a traditional pen and paper RolePlaying Game (RPG). To play the game, you will
need some friends, a pen or pencil, some funnyshaped dice (specifically a pair of 10-sided dice),
and at least one copy of the game.
Playing an RPG generally takes the form of
3-6 friends getting together for a few hours and
pretending to be fictional characters in a fictional
world.
The dice and the rules in this book are
designed to handle any situation that cannot be
resolved through playing out the character you
have created.
One player, the Game-Master (GM) constructs
a story hook. Over the course of the game he acts
as a combination tour-guide and referee. The GM
gets to play the parts of all the characters that the
players encounter and helps the players to learn
the game.

The Feel

of

Cipher

Cipher is a game filled with fear, wonder, and


paranoia. Your character is one of a small handful
of humans with special abilities, but it can be more
of a curse than a blessing.
There are government agents constantly on
the lookout for you, and they are willing to drug
you, kidnap you, threaten your family, and even
kill you for not following their rules.
On top of that is the constant fear of Pushing
your abilities too far, and giving birth to monsters
from your darkest nightmares. Chimerae have no
morals or desires beyond feeding on the mental
energy that makes you special, leaving you as
nothing more than an empty husk.
Other things hide in dark corners of the world,
strange humanoid beings that wear the faces of
Ciphers. Their true purpose is unknown, their
actions frequently attributed to the unfortunate
Ciphers whose faces they wear.

There is also the Cipher legend of the Eidolons,


beings of pure mental energy capable of hiding
away inside your brain and stealing your free will.
A Ciphers existence is difficult and fraught
with danger, but there is a glimmer of hope amidst
the peril. Many years ago, a Cipher called the
Prophet foretold a future where Ciphers and their
human cousins would live together in peace. All
you have to do is walk the fine line between being
hunted with pitchforks for being different and
causing utter destruction with your abilities.

Pronoun Trouble
Throughout the text of this book, we use the
pronoun he a majority of the time. This is not, in
fact, due to any chauvinism. It is a simple matter
of ease.
He/She can be too clunky, and while we could
utilize the pronoun she throughout the book for
a sense of fairness, we have opted for the more
traditional masculine pronoun.

In-Character Lexicon
Aberration-

A mental disorder caused by the


stress put on the mind by excessive usage of
Cipher Talents.

Chapter One: Introduction

- A division of DAEMON
in charge of raising, training, and researching
Ciphers.
Apocalypse- One of the Three Tomorrows.
Apocalypse is the possible future in which
civilization is brought low by an indeterminate
worldwide disaster.
Balance - One of the Three Tomorrows.
Balance is the future in which Ciphers and nonTalented humans live side by side without fear of
each other.
Biokinesis [Form] - A grouping of Talents
involving the manipulation of living tissue. One
of the four Forms.
Bogeyman - An Ectovore. Inexplicable
doppelgangers of Ciphers. Gifted with Talents.
Bonnet Island [Doctrine] - Central location for the
Monitors. The Bonnet Island Doctrine involves
controlling non-Ciphers to achieve personal goals
and to safeguard Rogue Ciphers.
Boundless Faith Ministries [Doctrine] - Multifaith organization headed by Reverend Vance
Cabot and spiritual home to the Samaritans. The
Boundless Faith Doctrine espouses a belief that
Ciphers must help their fellow man.
Campus - A DAEMON facility overseen by
Aegis where Ciphers are raised, trained, and
studied.
Cell - A group of Ciphers that stick together
for the purposes of defense, friendship, and/or a
similar Doctrine.
Chimera - An Ectovore. Monstrous being that
is the occasional by-product of Ciphers Pushing
their Talents.
Cipher - A human whose brain generates
Ectenic Force and possesses Talents.
Clairvoyance [Form] - Collection of Talents
governing the preternatural sensing and
manipulation of time and space. One of the four
Forms.
Crux - A point in time and space that has an
influence upon the Three Tomorrows.
Aegis [DAEMON]

Cryokinesis - A type of Psychokinesis governing

the slowing down of matter on a molecular level


to lower its temperature.
Cyberkinesis - A type of Psychokinesis governing
the movement of current through semiconductors
to manipulate electronic devices.
DAEMON - The Department of Alternative
Energy MONitoring. A clandestine US government
agency with a mandate to understand and control
Ciphers.
Director, The - The individual in charge of
DAEMON
Doctrine - A set of values concerning the Cipher
Condition espoused by a well-known Rogue
Cipher. There are currently five Doctrines: Bonnet
Island, Boundless Faith Ministries Oriflamme,
Proteus, and the Way of the Prophet.
Dominance Test - A battle of wills between two
Ciphers using similar Talents.
Dystopia - One of the Three Tomorrows.
Dystopia is the potential Orwellian future where
Ciphers are hunted like animals and forced to live
as slaves.
Ectenic Force - Also called EF or Juice. A
unique energy generated only in the brains of
Ciphers. Ectenic Force cannot be reproduced in
a laboratory and is only detectable or quantifiable
through the usage of Talents and Tesla Tech.
Ectovore - A creature that drains Ectenic Force
from Ciphers to use as sustenance. Chimerae,
Bogeymen, and Eidolons are Ectovores.
Eidolon - An Ectovore. A being made entirely
of Ectenic Force with the ability to hide in the
minds of Ciphers. Believed to be an urban legend.
Form - A collection of Talents with a similar
way of affecting the environment. There are
four known Forms: Biokinesis, Clairvoyance,
Psychokinesis, and Telepathy,
Harbinger - A Rogue Cipher who follows the
Proteus Doctrine.
Harrowers - An organization that uses Chimerae
to chase, capture, and torture Ciphers for some
unknown purpose.

Chapter One: Introduction

Juice -

Slang term for Ectenic Force.


Monitor - A Rogue Cipher who follows the
Bonnet Island Doctrine.
Oracle - A Rogue Cipher who follows the Way
of the Prophet.
Oriflamme [Doctrine] - Paramilitary organization
comprised mainly of Rogue Ciphers and divided
into small cells of operatives. Home to the
Partisans. The Oriflamme Doctrine focuses
primarily on opposing DAEMON through the
aggressive use of Cipher Talents.
Partisan - A Rogue Cipher who follows the
Oriflamme Doctrine.
Pauli Effect - Environmental by-product of high
intensity Talent activation.
The Prophet - Semi-mythical figure from the
1950s-1960s. A Rogue Cipher who foresaw the
Three Tomorrows. Spiritual leader of the Oracles.
Proteus Movement [Doctrine] - A Doctrine that
values the elevation of Ciphers above normal
humans.
Psychokinesis [Form] - Collection of Talents that
involves the manipulation of inorganic matter.
One of four Talent Forms.
Pushing - The tapping of physical resources
to fuel Talents once a Cipher depletes his Ectenic
Force. Pushing can cause the birth of Chimerae or
the onset of Aberrations.
Pyrokinesis - A type of Psychokinesis that
involves the excitation of matter on a molecular
level to increase temperature, ignite fires, and
control them.
Rogue Cipher - A Cipher who has chosen to live
outside of DAEMON.
Samaritan - A Rogue Cipher who follows the
tenets of Boundless Faith Ministries.
Sanctuary - A temporary haven for Rogue
Ciphers provided by Boundless Faith Ministries.
Sealed - A radical Christian sect that is aware of
Ciphers and believes them to be evil and a sign of
the imminent Apocalypse.
Slate Corporation - A corporation owned by
a descendant of one of the Patrons. The Slate

Corporation uses Ciphers as a private security


force as well for industrial espionage.
String - A series of related Cruxes.
Talent - A specific Cipher ability.
Telekinesis - A type of Psychokinesis that
involves the movement of matter at a distance.
Telepathy [Form] - A collection of Talents
involving the manipulation of human minds. One
of four Talent Forms.
Tesla Technology - Devices developed by Nikola
Tesla that allow the detection and simulation of
Talents. No true advancements have been made in
this technology since the death of Tesla.
The Three Tomorrows - The three possible
futures of humanity as foreseen by The Prophet.
The Three Tomorrows are Apocalypse, Balance,
and Dystopia.
Veritas [DAEMON] - A division of DAEMON
tasked with the acquisition of newly evidenced
Ciphers, the capture or elimination of Rogue
Ciphers, and the prevention of Cipher-related
crimes.
Way of the Prophet [Doctrine] - The Doctrine that
studies the words of the Prophet and advocates
working to resolve Cruxes in favor of Balance.

Chapter One: Introduction

131:346

The World Of Cipher


10

iphers have been with us since the early part


of the Twentieth Century.
There are large portions of their history that
are sketchy, vague, or just missing due to both
DAEMONs mandate of secrecy and every
Ciphers desire to remain hidden from a populace
that could react with fear and hatred.
There are however, some facts that are common
knowledge or at least well seeded folklore.
The following timeline incorporates those
facts and myths considered common knowledge
by the Rogue Cipher community.

In The Beginning
No one truly knows how it all began.
Numerous Ciphers, along with other non-powered
researchers have tried vainly to find the origin of
the Talents and those who can wield them.
Some of the most potent Clairvoyants have
tried to determine what unlocked mental abilities
in humanity, but the best they have been able to
do is place the origin of the Ciphers somewhere

in the very early years of the Twentieth Century.


The fact that the exact cause of the drastic change
in humanity is untraceable has lead to a variety of
theories.
Some believe that the Talents are nothing more
than an evolutionary leap, citing Occams razor as
the foundation for their argument.
A small but steadfast camp inside the various
Cipher communities looks to the skies and claim
alien intervention.
Others ascribe the Cipher condition as a new
twist in Gods ineffable plan, a movement towards
the End of Days. On the other hand, there are those
who see the Devils hand in all of it.
In the end, it is all guesswork. No one really
knows.

Born In Fire
Regardless of the actual moment in time when
mankinds genetic code changed to give birth to
these new abilities, everyone knows when the first
actual known Talent is believed to have evidenced.

Chapter One: Introduction

Boyd County, Kentucky. June 30, 1921...


A 13-year-old boy named Lucien Porter
evidences the first verifiable mental power when
he becomes angry and sets fire to his parents
and the family residence with his mind, killing
everyone but himself and the family dog.
For a short period, Lucien is a ward of the
state, and spends the next six months in a series
of orphanages and foster homes. After numerous
incidents involving apparent arson, the boy falls
into the care of a research project put together by
a coalition of shadowy industrialists.
A cabal of four uber-rich industrialists, Walter
Rasmussen, Joseph Milton, Alexander Slate,
and William Colbert, known collectively as the
Patrons, provides funding for the project. They
spare no expense in acquiring the best minds and
equipment the early twentieth century has to offer.
Though his abilities seem to be unique at first,
within months of Lucien becoming part of the
project, more and more adolescents with strange
abilities begin to appear across the country.
These children are soon scooped up by agents
of the project and brought in for study. The project
is dubbed Cipher due to the unanswered questions
concerning the origin and workings of the never
before seen abilities.
By the end of the 1920s, there are nearly two
hundred subjects in the Cipher Project with new
Talents appearing almost every month.

The Age Of Discovery


When Lucian Porter evidences the ability to
start and control fires with his mind, researchers
are baffled as to how to begin researching the
phenomenon.
Unfortunately, the Patrons see no real progress
in understanding the new phenomenon despite the
fact that their retainers are able to locate dozens
more of the Talented young people over the first
few years of the project.
The Patrons pet researchers are able to classify
the abilities into four broad categories they label

Forms: Biokinesis, powers that affect the human


body directly; Psychokinesis, abilities that give
the user control over inanimate matter; Telepathy,
control over the human mind; and Clairvoyance,
the augmentation of human senses to cross the
boundaries of time and space and manipulate
causality.
The researchers theorize that these powers,
or Talents as they began to call them, involve the
generation and usage of some hitherto unknown
form of energy. One researcher, David Paulsen,
coins the phrase Ectenic Force. The term,
references the energy supposedly created by
mediums and spiritualists of the late nineteenth
century allowing them contact with the spirit
world. It is initially meant as a joke, but the name
sticks.

Alternating Currents
Skaneateles, New York. March 1927...
The Patrons bring Nikola Tesla to the Cipher
Project. The Project provides generous funding
for Teslas personal projects in exchange for his
insight into the Ciphers and their abilities.
Tesla is seen as the best hope in understanding
how Talents operate.
Within weeks, Tesla, working with chief
biologist David Paulsen, is able to pinpoint the
precise area in the parietal lobe of the brain where
the energy originates. Tesla begins to develop
devices that are able to detect, and in some cases
simulate, Cipher Talents. Much to his amusement,
his fellow researchers begin to call his inventions
Tesla Technology, or Tesla Tech for short.

Winds Of Change
Wall Street New York, NY October 1929...
The Stock Market Crash sends the assets of
the Patrons plummeting; the Project itself is in
danger of closing its doors.

Chapter One: Introduction

11

1930
The United States Government acquires the
Cipher Project from the Patrons and maintains
its secretive nature, renaming it the Department
of Alternative Energy Monitoring; or DAEMON.
DAEMON is one of the first modern day Black
Book projects. The high levels of security
required for unimpeded research places it under
the supervision of US Army Chief of Staff Douglas
MacArthur.
President Herbert Hoover plans to research
the possibility of using Ciphers in a humanitarian
capacity. MacArthur fights frequently with Hoover
to steer DAEMON in a more military direction.

War Drums
1933

12

The American people elect Franklin Delano


Roosevelt as President of the United States.
Shortly before President Hoover departs office,
MacArthur uses DAEMON agents to remove
knowledge of the Project from the Presidents
mind. MacArthur keeps the new President in the
dark concerning the existence of Ciphers and his
own plans to weaponize them.
A twenty-four year old Lucien becomes fast
friends with Tesla. He begins as the chief subject
for Teslas research and rapidly grows into Teslas
primary lab assistant.
1935
Roosevelt becomes aware of DAEMON, and
while he has sympathy for MacArthurs goals, he
forces MacArthur to step down as Army Chief of
Staff, replacing him with General Malin Craig.
DAEMON begins eugenics programs using
Ciphers in an attempt to enhance the potency and
variety of Talents.
Lucien begins to have debilitating headaches,
often accompanied by nosebleeds and inadvertent

Pauli Effects, the strange environmental side


effects of more potent Talent activation.
1937
Japan invades China...
Roosevelt begins increasing the funding for
DAEMON, telling General Craig he wants results
right-damn-now. All Ciphers over the age of
fourteen begin combat and espionage training.
England, with the assistance of DAEMON,
begins to develop its own Cipher program called
Pendragon.
1938
Nazi Germany invades Austria. President
Roosevelt gives General Craig the permission to
deploy Ciphers as intelligence agents in Europe
and Hong Kong. Tesla is unhappy with the
developments, being a fierce opponent of warfare
and having strong personal connections with
some of the Ciphers, frequently referring to them
as his children.
1939
Nazi Germany invades Poland, and General
Craig steps down as Chief of Staff of the United
States Army. General George Marshall is his
replacement
Marshall and Tesla immediately begin to butt
heads over the ultimate future of DAEMON and
the Ciphers. Lucien naturally sides with Tesla, and
many Ciphers in the project start to make things
difficult for DAEMON administrators.
Lucien has what the medics on staff refer to
as a fit. Reports state that Lucien flew into a
rage, destroying his apartments on the DAEMON
Campus, and scrawling incomprehensible words
and phrases on the walls in his own blood. The
Project heads use heavy sedation to keep Lucien
under control.

Chapter One: Introduction

1941
Pearl Harbor. The US enters the Second World
War. The first Ciphers to act as spies are deployed
in Europe.
DAEMON places Lucien under quarantine.
His quarters are under constant supervision by a
squad of combat trained Ciphers.
1942
FDR orders General Marshall to begin forming
Psycho- and Bio-kinetic strike-forces.
Marshall begins selecting the top performing
Ciphers from amongst the nearly one thousand
subjects being trained at three top-secret facilities
across the country.
Tesla grows even more displeased with the
direction DAEMON is taking. While unhappy
with using Ciphers as intelligence operatives,
placing them in a position to use their abilities as
weapons is more than he can stomach.
Skaneateles, NY October 1942...
Tesla visits the DAEMON facility near
Skaneateles in upstate New York, and shuts off
power to the facility. The Dampening Panels on
the Cipher dormitories mysteriously cease to
function, and acting along with a plan concocted
with Tesla, all three hundred Ciphers at the
Skaneateles facility disappear without a trace.
Lucien Porter is among them.
New York, NY January 1943...
Nikola Tesla dies of apparent heart failure in
his hotel room in New York City. His rooms are
ransacked and a number of his personal papers are
missing.
DAEMON institutes a harsh policy concerning
people with Talents.
DAEMON restructures into two branches,
Aegis and Veritas. Aegis adopts the role of internal
security and research, attempting to advance the
study of Talents. Veritas is assigned the task of
locating Rogue and newly evidenced Ciphers and

bringing them to one of the Aegis-run Campuses


to begin re-education and training.
DAEMON gives Veritas the authority to
eliminate any Cipher unwilling to cooperate.
Marshall argues that this is the best way, as any
unchecked Ciphers pose a threat to national
security.

The Fabulous 50S


After the end of World War Two, and the
following Korean War, the United States moves
into a period of economic prosperity and social
conservatism.
Operation Paperclip tries to fill the void left by
Teslas death by introducing a number of former
Nazi scientists to the ranks of DAEMONS
researchers.
DAEMON continues as a Black Book
Project making small advances in the control of
Talents, but there are no further refinements of
Tesla Tech. No one seems to be able to advance
the effectiveness of Nikolas ingenious devices.
The culture of paranoia that accompanies the
Red Scare of the early Fifties escalates to a fever
pitch. The top brass of the US Military begin to get
jittery as word of a Soviet Cipher program begins
to make the rounds of US intelligence services.

On The Road
The culture of Rogue Ciphers in the US at
this time is diverse and nomadic, with no real
centralization and the typical group being a small
family of individuals moving from place to
place, as they try to stay ahead of DAEMON.
Cloverdale, New Mexico, 1959...
Following a subtle telepathic calling, Rogue
Ciphers begin heading towards the small New
Mexico ghost town of Cloverdale. Waiting for
them as they arrive is a man who tells them that
he has seen three possible futures for humanity.
He calls them the Three Tomorrows.

Chapter One: Introduction

13

The first Tomorrow he describes is Orwellian


in nature with the governments of the world and
the US in particular becoming autocratic in their
handling of people with mental abilities.
The second is apocalyptic with an indeterminate
catastrophe arising from the existence of Ciphers
in the world.
The third is a delicate balance where those
with mental abilities and those without live in a
precarious, but peaceful world.
The speaker tells those gathered, They call us
Ciphers, a code to be figured out, an enigma in the
pages of history.
We are no mystery. Our reason for existing
is clear. We are the key to humanitys future. We
shall unlock the new age, and it is our actions that
will determine if we will live in peace, tremble
under the boot of oppression, or die in the fires of
destiny.

People Are Strange


14

During the Sixties, Ciphers begin forming


communities where they can attempt to protect
themselves from DAEMON. Groups of Ciphers
began racing Veritas agents to people with newly
awakened Talents, occasionally coming into
conflict with them.
Signposts of the Prophets teachings begin to
come true, but as with most prophecies, many of
them are indecipherable until after the fact.
1969
The Prophet disappears. No one has any
recollection of what might have happened.
Oddly, no one seems to remember his name or
appearance. All anyone remembers is that the
Prophet had been among them, and he left them
his foretellings of the Three Tomorrows.

The Last Forty Years


After the disappearance of the Prophet, the
Cipher community begins to fragment without the
tribal glue his presence provided.
While Bonnet Island and the Reeds had
existed before this point, their offer of a safe haven
to those that meet their criteria starts to sound
increasingly more appealing. Their outlook on the
world and the Ciphers place in it becomes more
sympathetic as the United States moves through
the era of Vietnam and Nixon. Their philosophy of
controlling powerful men from behind the scenes
finds a home in the new cynicism of America.
Sometime in the 70s, Captain Platte manages
his legendary escape from a DAEMON Campus
and begins gathering those Ciphers with a bone
to pick with the government program. He and his
followers travel under the flag of Oriflamme.

Chapter One: Introduction

In the early 80s, Reverend Cabot begins


his Boundless Faith Ministries. Seemingly as
a counterpoint to Plattes Oriflamme Doctrine,
Reverend Cabot begins to teach Ciphers that the
best use of their abilities is in aiding others, be
they Cipher or not.
No one really knows when Jim Dancer began
pushing the boundaries of his Talents, but it is in
the spring of 1992 that Rogue Ciphers become
aware of his presence. Tales of his confrontation
with Reverend Cabot during a tent revival in
southern Missouri start to circulate, and within
weeks, there are dozens of Ciphers seeking him
out to follow his plan to speed up the evolution of
Ciphers and make them the dominant species on
the planet.
Not every Cipher lays aside the Three
Tomorrows and the Prophets teachings. A
scattered few maintain that the Three Tomorrows
are fast approaching and they pore over every
scrap of information and story they can find,
desperately attempting to get a glimpse of what
the Prophet claimed to have witnessed.

July 2002: The Shift


During the first part of July, Samaritans begin
to see a tide of newly evidenced Ciphers appearing.
Boundless Faith Ministries had always been able
to manage the small number of lost sheep in need
of assistance, but when the numbers begin to
multiply, Reverend Cabot and his associates are
hard pressed to keep up.
Captain Plattes spies within DAEMON and
the Bonnet Islands Monitors within the halls of
power start hearing chatter about a massive deluge
of evidencing Ciphers.
No one truly knows Jim Dancers thoughts as
the Cipher population suddenly swells from one in
a quarter million to one in twenty-five thousand,
but whispers circulate that he might have had
something to do with it.

Regardless, the sudden swelling of the Cipher


Population from around 1,000 to 12,000 (in the
United States alone) changes everything.
Where previously, every Cipher in memory
evidenced their Talents during puberty, now
people of all ages are discovering that they can
do amazing things by simply concentrating. Some
already evidenced Ciphers claim to experience an
increase in potency at this time.
Not a single Clairvoyant has a glimmer that
the Shift was about to happen, by all signs there
was not a single Prophecy concerning it.
Since that time, the frequency of newly
evidencing Ciphers has remained at approximately
one in twenty-five thousand. The increasing
number of people with Talents is beginning to put
a strain on the veils of secrecy that DAEMON and
the Doctrines have managed to keep for decades.
Before too long, something will have to give.

Today
Daniel
While everyone is still reeling from the onset
of the Shift and what it could imply, rumors begin
circulating about a man calling himself Daniel
who claims to have the Prophets lost journals in
his possession.
Those who traveled with the Prophet recall that
he carried a spiral notebook with him everywhere
he went. No one remembers ever seeing him
allow anyone else to read what he was writing.
All traces of the notebooks disappeared the same
night as the Prophet.
If this man Daniel truly has the Prophets
journals, the implications are staggering.

Chapter One: Introduction

15

The Three Tomorrows

he World as we know it is about to change.


The Shift has made it impossible for Ciphers
to remain hidden for much longer. Despite the best
efforts of DAEMON and its counterparts around
the world, we are about to take a bite of the Tree
of Knowledge and nothing will ever be the same.
The question is what the future will look like once
Ciphers are thrust into the light.
The Prophet claimed to have seen only three
possibilities. His glimpses of the time yet to come
have guided Ciphers for the last few decades. If we
believe the words of the Prophet and his spiritual
successor Daniel, we will be living in one of the
Three Tomorrows before much longer.

Apocalypse
16

Picture in your mind all of those Australian


movies you have seen where gasoline and other
amenities are in short supply, and mankinds worst
traits blossom in an environment lacking any real
civilization. Recall one of those books that tell of a
handful of people surviving in the hollow shell of
what used to be a major metropolis. The Prophet
was unspecific as to what form the Apocalypse
would take, but it is certain that this Tomorrow
will be an age of Chaos run amok.
Governments will collapse. Cities will
become burned out shells or empty monuments to
humanitys former accomplishments. Brother will
turn on brother, and survival of the fittest will be
the law of the land.
DAEMON has collected a database of the
Prophets teachings over the years since his
disappearance, and their primary goal is attempting
to avert the Apocalypse at any cost. This goal, the
Mu Directive, is known only at the highest levels
of DAEMONs administration as the Prophet and
his teachings are officially anathema within the
halls of DAEMON.

Unfortunately, their efforts may well bring


about a different and to some, darker, Tomorrow.

Dystopia
Perhaps Orwell and Gilliam had a touch of
Cipher Talent, perhaps not, but the oppressive
future portrayed by these and others is what most
Oracles use as an example of the Tomorrow of
Dystopia. If we do not take care, those in power
will overreact to the sudden knowledge of the
existence of people who can read minds and move
objects by force of will alone. Mankind fears what
it does not understand, and tries to destroy that
which it fears.
The Prophet spoke at length about this
particular Tomorrow. When he began teaching
about the Three Tomorrows, World War II was not
even a generation behind us. Dachau, Auschwitz,
and Bergen-Belsen were fresh images in the
collective consciousness. A majority of Ciphers
at that time had grown up within DAEMON
Campuses and the Prophets words concerning
an oppressive regime building ghettoes to confine
Ciphers struck a terrifying chord.
If the Tomorrow of Apocalypse is Chaos
rampant, then Dystopia is Order without restraint.
A destiny of tagging, numbering, and herding
Ciphers like sheep is what lies ahead if this
Tomorrow is what we can expect. From there, it
is a short leap off the moral cliff to pogroms and
racial cleansing.

Balance
Though the path is narrow compared to the
other two Tomorrows, most Rogue Ciphers seek
the Balance. The Prophet has said that it is possible
for Ciphers and normals to co-exist peacefully.
He said that there is a future where we live
openly alongside those without Talents. If the

Chapter One: Introduction

current rate of Cipher evidencing


continues, there will come a time when
Ciphers will live everywhere, from the
largest of cities to the tiniest of villages.
With their Talents, Ciphers can do much
to advance mankind.
The trick is going to be finding the
best of human nature and cultivating it.
Fear is the enemy, and Ciphers must not
allow it to rule their actions.

Cruxes
Some theorize that the future is
fluid and we can write what we choose
on the wall of our own destiny. Others
find comfort in the belief that the future
is foretold and set in stone. The truth
lies somewhere in between.
The Three Tomorrows await us.
They burn with a fire of inevitability.
Our choices alone can guide us towards
one or the other.
Chaos Theory states a principal
of sensitive dependence upon initial
conditions. The common term for this
is the Butterfly Effect, the concept that
the flapping of a butterflys wings can
have an astounding influence upon the
weather on the other side of the planet.
The Three Tomorrows are governed by
untold numbers of these butterflies
known as Cruxes.
A Crux is a crossroads in time and
space that has a significant bearing
upon the Three Tomorrows. Some
Cruxes are obvious. Should DAEMON
reveal itself to the US Government and
its people and attempt to ramrod a bill
through Congress that allows Ciphers
to be rounded up and cataloged, that
is an obvious Crux with a bearing on
Dystopia.

Chapter One: Introduction

17

On the other hand, a Crux can be as small as


a Chimera devouring the Cipher that gave it life.
If that Cipher survives, he may play a role in
preventing Apocalypse. Of course, his death may
be necessary to forestall it.
Cruxes create ripples in space and time that
sensitive Clairvoyants can sense. Certain Talents
allow Ciphers to determine if something is in
indeed a Crux, while others allow that same Cipher
to track down a nearby Crux and even identify
which of the Three Tomorrows upon which it
has an influence. However, it is not always clear
which direction that particular Crux needs to fall.
Most of us are aware of Cruxes and their
bearing on the future. The Oracles in particular
make it their lifes work to track down Cruxes and
ensure that events occur as they should.

Strings

18

More often than not, Cruxes appear in a series,


centering on a particular place or individual. These
Cruxes form a sort of connect-the-dots that lead
towards or away from a particular Tomorrow. Such
a series of Cruxes are referred to as Strings. Many
Rogue Cipher Cells, especially those containing
Oracles, focus their energy following a single
String in the hopes of seeing it to a satisfactory
conclusion.
There are times when two or more Strings
converge. This happens with alarming frequency as
the Three Tomorrows come knocking on our door.
Ciphers have begun calling these convergences
Tangles as individual Cells may have different
goals concerning the outcome of the String they
happen to be following.
It becomes particularly difficult when a
certain Tangle has no clear beneficial outcome.
One resolution may prevent Apocalypse while
advancing Dystopia at the same time or vice versa.

Ectenic Force
Every Cipher generates a form of energy
known as Ectenic Force. Ectenic Force (or EF) is
the power source for all Cipher Talents. Ciphers
can contain only a certain amount of EF at any
given time, expending it as they activate their
abilities. Only rest can replenish our stores of
Ectenic Force.
DAEMON and others have attempted to
synthesize EF. All have met with failure. The
closest anyone has come was Nikola Tesla when
he developed the Ecto-Batteries that power
DAEMONs Tesla Technology, but even that is
simply a means of storing EF after it has been
generated by a living Cipher.
The amount of Ectenic Force a Cipher can
hold has a direct correlation to how much EF he
can use at once and how quickly he regenerates
his store of EF. The term Potential refers to the
general strength of a Cipher and his ability to
manipulate and recoup Ectenic Force.

Cipher Talents
Ciphers exhibit a wide range of abilities,
known as Talents. Talents are categorized into
four Forms depending upon how they interact
with the world.
Biokinesis is the set of Talents that allow a Cipher
to influence the human body. With Biokinetic
Talents, a Cipher can inflict harm with a touch,
or heal with the same hand. He can make himself
faster, stronger, or even smarter for brief periods
by manipulating the living tissue of his body with
Biokinetic Talents.
Clairvoyance allows a Cipher to perceive, and
to a certain extent manipulate, time and space. A
Clairvoyant Cipher can see into the future or the
past as easily as they can peer across the street.
Clairvoyant Talents are what allow a Cipher to
locate and identify Cruxes.
Psychokinesis contains a handful of very
different Talents that have one central thing in

Chapter One: Introduction

common. Each Psychokinetic Talent can affect


inanimate matter with Ectenic Force. Ciphers
with these Talents can control heat and cold, move
objects, and even manipulate electronic devices
with their mind.
Telepathy is in many ways the classic Cipher
Form. All Talents classified as Telepathy have an
effect on the human mind in one way or another.
Reading thoughts, controlling minds, and locating
other Ciphers are just a sample of things possible
with Telepathy.

The Pauli Effect


Another aspect of Talent usage and Ectenic
Force is what was once called Bleed Off. The
modern term for Bleed Off is the Pauli Effect
named after Austrian physicist Wolfgang Paulis
joking reference to unexplained equipment failure
in the presence of certain individuals.
When one of us uses his Talents at a high level
of intensity, the large amount of Ectenic Force
being emitted can have secondary environmental
effects that increase greatly as more and more
Ectenic Force is generated and emitted.
Most Pauli Effects reflect the Talent being
used. For example, when a Pyrokinetic Talent
is activated at a high intensity, the temperature
around the Cipher increases noticeably even
at times to the point of flammable material
spontaneously combusting. However, for some
indefinable reason, Telepathic Pauli Effects have
a strong destructive effect on nearby electrical
devices.

Pushing
All Ciphers have a variable but finite amount
of Ectenic Force to draw upon to activate their
Talents, but when necessary a we can choose to
Push beyond those reserves, but to do so is to risk
physical injury, mental instability, or worse.

If a Cipher opts to Push past their reserves,


he can draw upon their physical well-being to
continue channeling Ectenic Force.
At first, Pushing does little more than exhaust
the Cipher, tiring him dramatically. Should a
Cipher continue, physical damage begins to
appear as the Cipher Pushes his body past its
natural limits.
Should a Cipher Push himself too far, damage
to the psyche is possible, causing the onset of
mental disorders or the birthing of Chimera.
For some unknown reason, the Pushing of
Clairvoyant Talents has an increased risk of
acquiring Aberrations than other abilities.

Aberrations
When a Cipher Pushes too hard, his mind
can crack under the strain. When this happens,
Aberrations can appear.
Aberrations are mental disorders brought
on by the strain of channeling too much Ectenic
Force. They can take many forms, from anxiety
disorders to phobias to paranoia.
Luckily, a handful of Telepaths have the
ability to perform Psychic Surgery to remove
Aberrations, allowing the Cipher to regain control
over his actions and emotions.
The downside of psychic surgery is that
since it involves someone digging around inside
the psyche and rewiring it to work properly, it
frequently has the side effect of reducing the
Potential of the Cipher that is the subject of the
surgery.
This leads to most of us attempting to cope
with their accumulated aberrations on our own for
as long as we can to avoid losing any portion of
what makes us special.

Ectovores
Among the many dangers that face us are
the creatures known as Ectovores. Ectovore is
the catchall term for Chimerae, Bogeymen, and

Chapter One: Introduction

19

Eidolons, all things that consume Ectenic Force


as sustenance.
Chimerae

20

Perhaps the biggest threat to Ciphers comes


from within. When a Cipher, from desperation,
hubris, or simple stupidity Pushes past his EF Pool
and begins taking physical damage he runs the
risk of birthing a monster from his deepest fears.
Chimerae, the most feral of the Ectovores,
are these monsters. Chimerae are horror forms
created from pure Ectenic Force. They take on a
solid body drawn from a Ciphers Aberrations and
most deep-seated fears.
From classic monsters such as vampires,
ghosts and like, to more abstract embodiments
like eyeball-eating clouds of green vapor and
swarms of locust with a taste for sexual predation,
Chimerae are without limits as to the forms they
can take.
A Chimera can even appear to be your kindly
Aunt Sophie.
In addition to their ability to damage us
physically and psychologically, Chimerae feed
on Ectenic Force. Their vampiric nature makes
them a very real threat to any Cipher, especially
the poor soul that Pushed too hard and drained his
juice too low, giving birth to the terror in the first
place.

Since any Cipher may Push beyond their


normal boundaries by exchanging their health
and life energy for more Ectenic Force, a Chimera
will continue to feed on its victim until it depletes
every last ounce of life to feed its appetite.
Bogeymen
As if Government agents, psychotic religious
zealots, and mind-eating monsters were not
enough to keep a Cipher nervous about what is
around the next corner; a subtler and perhaps
sinister creature lurks in the shadows, hiding not
only its presence but its purpose as well, and it
wears a familiar face.
There are things we have given the name
Bogeymen that lurk in the corner booths and
balcony seats of humanity. They are the almostperfect replicas of Ciphers, right down to
the ability to activate Talents. The only thing
physically separating them from the original
Cipher is a slight oddness to their features. Too
sharp teeth, unblinking eyes, a strange rolling gait,
webbed fingers: these are examples of some of the
oddities these creatures exhibit and the only way
to tell a Bogeyman from the original by simple
observation.
There is perhaps a connection of some sort
between Chimerae and Bogeymen as they both
feed on the Ectenic Force of Ciphers. What makes

Chapter One: Introduction

Bogeymen more of a threat is their advanced


intelligence and a handful of Talents that are
unique to Ectovores.
No one seems to know what they are or what
they want. Unlike Chimerae, Bogeymen do
not always attack or try to feed off of Ciphers.
Members of various Doctrines have reported
having brief but perplexing conversations with
Bogeymen that did not result in physical conflict.
It possible that the best course of action is to
leave them sitting quietly in the corner and allow
them do whatever is it they do.
Eidolons
Rumors circulate among the Rogues from
time to time of an even more bizarre being, a
creature of pure and unformed Ectenic Force with
boundless energy and near limitless access to the
Forms and their Talents.
The worst part, the rumors say, is that this type
of Ectovore, called Eidolons, can live in the mind
of a Cipher undetected.
Most of us feel these stories are just bullshit,
stories evolved from the constant fear and paranoia
Rogue Ciphers have to endure on a day-to-day
basis.
There is nothing to the myth of the Eidolons.
Really.

Cipher Doctrines
What caused the appearance of Ciphers and
their Talents remains a mystery and the Three
Tomorrows loom heavily on the horizon, but the
here and now should not be ignored.
Over the last few decades, a handful of
individuals have established, through intent
or accident, Cults of Personality based upon
their particular philosophy. Most of us that call
ourselves Rogue Ciphers find a familiarity of spirit
with one of the five Doctrines even if we choose
not to pursue an active role within a particular
organization.

Harbingers are Ciphers that follow the teachings

of Jim Dancer and his Proteus Movement.


Proteus espouses a belief that Ciphers are the
next evolutionary step for humanity and that as
such, Ciphers carry a greater value than their unTalented human cousins do.
Most Harbingers see the mass of humanity
as expendable in the Movements quest for
further evolution. Some Harbingers have found
themselves placed on a Most Wanted List by
DAEMON due to their indiscretions, and many
Cells find themselves spending a great deal of
time reining in their Harbinger allies.
Monitors follow the path set forth by James and
Mary Reed from their hidden sanctuary known
as Bonnet Island. The Reeds and their followers
are of the opinion that Ciphers are only truly in
danger when their actions are visible.
Monitors tend to be those gifted with
Telepathic Talents and who have a desire to act
from behind the scenes, pulling the strings on the
rich and powerful.
Oracles are those Ciphers that have found
their calling in manipulating Cruxes and Strings
away from Dystopia and Apocalypse and towards
Balance. Following the Way of the Prophet, most
Oracles have at least some Clairvoyant ability.
Some Ciphers with Biokinetic or Psychokinetic
Talents take on bodyguard roles, protecting the
Seers who place their own sanity at risk to untangle
the Three Tomorrows.
The mysterious Daniel is the figurehead of the
Oracles. His taking on of the Prophets mantle and
teachings has had a great deal of impact on the
Rogue Cipher community. Since his appearance
just a few years ago, many Rogue Ciphers have
flocked to the Way of the Prophet.
Partisans are the more militant among the
Rogue Ciphers. Led by Captain William Platte,
a former Veritas agent, Partisans are members of
a Cipher paramilitary force dubbed Oriflamme.
Members of Oriflamme see DAEMON as the
greatest threat to the future of all Ciphers and

Chapter One: Introduction

21

spend a great deal of time finding ways


to make life difficult for DAEMON and
its agents.
Samaritans are Ciphers that heed the
words of Reverend Vance Cabot and
his Boundless Faith Ministries. Cabot
teaches that Ciphers have had a great
responsibility thrust upon them with
their Talents. Ciphers, he says, are the
shepherds of humanity. We are to guide
mankind into a new and brighter future
of understanding and brotherhood
This does not mean that Samaritans
are all peace and love. Cabot regularly
sends Cells in search of newly evidenced
Ciphers to bring them into the fold
before DAEMON gets their hands on
them. Frequently these rescue missions
require the ability for a Samaritan to
handle himself in tight situations.

22

Other Factions
Aside from the five Doctrines,
other groups of people are aware of
our existence. Most have some Ciphers
among them, but strive towards goals
different from those of the Doctrines.

D.A.E.M.O.N.
The Department of Alternative
Energy Monitoring or D.A.E.M.O.N. as
it appears on the Congressional Budget
Report is the most organized gathering
of Ciphers in the world. It is unfortunate
that they are a Black Book agency run
by a cabal of immoral scientists and
ruthless military types.
DAEMON has been around in some
form or another since Lucien Porter
evidenced Talents in 1921. What started
as a private research project funded by
mega-wealthy industrialists, became the
Chapter One: Introduction

responsibility of the American military.


Afterwards, it became a weaponization
effort in response to Germany and
Japans aggressions in the 30s.
Over the years, DAEMON has
evolved into an agency divided into two
branches. Each Division has different
mandates concerning Ciphers and their
abilities.
As far as most of Congress and the
public are aware, the Department of
Alternative Energy MONitoring is at
the forefront of research into alternative
energies such as solar, wind, fusion, and
water. A small amount of their budget
does in fact go towards research in
those directions to maintain the faade,
but a vast majority of the funds and
manpower are devoted to the research
and control of Ciphers.

Aegis
This Division of DAEMON
manages the Campuses where Ciphers
are housed, trained, and researched.
Tales told by Ciphers who have
escaped from Aegis Campuses sound
far-fetched when first heard. Atrocities
ranging from involuntary brain surgeries
to eugenics programs purportedly go
on behind the razor-wire fences of the
DAEMON facilities scattered across
the country.

Veritas
While Aegis is tasked with finding
out how the Cipher abilities work,
Veritas has the more active role of
tracking down Rogue Ciphers like you
and me and bringing them back into
the fold. It is also the responsibility of

Chapter One: Introduction

18:154

23

Veritas to remove the threat posed by volatile


Rogue Ciphers.
The DAEMON directives state that all citizens
with Talents are under the authority of the United
States Government through DAEMON. It is an
unfortunate fact that some of us do not know this
yet.
Ciphers evidence every day, and with a
disturbing frequency since 2002. It is the job of
Veritas to collect them before they bring harm to
themselves or others. An untrained Cipher has
the potential to cause a vast amount of damage
with their new abilities. There are also the Cipher
criminals to consider; terrorists that use their
Talents to fulfill selfish desires.
Veritas is there for the nation and its people.

The Sealed

24

Revelations Chapter 14 And I looked, and,


lo, a Lamb stood on the Mount Sion, and with him
an hundred and forty-four thousand, having his
Fathers name written on their foreheadsthese
are they which follow the Lamb whithersoever he
goethand in their mouths was found no guile:
for they are without fault before the Throne of
God.
A number of modern faiths have based their
beliefs upon this particular passage from the
Bible, and most are normal, everyday people. The
Sealed however, are anything but normal.
Pastor Dwayne Frye leads a congregation of
about 500 souls that are aware of the existence of
Ciphers. The congregation of the Sealed follows
Fryes teachings that Ciphers are abominations
before the sight of the Lord and must be destroyed.
The Sealed are feverishly dedicated to Pastor
Frye and his sermons of hate. The very real
tragedy of the Sealed is that there is a number
of followers whose own family members are
evidenced Ciphers.
Frye preys upon the confusion and sense of
powerlessness that arrives when a son, daughter,
or spouse suddenly evidences Talents and either

runs away or winds up taken in by the government


agents of DAEMON.

Harrowers
A coterie of Ciphers that scares the hell out
of any sane Cipher is the Harrowers. Kidnapping,
torture, and the horrifying ability to manifest
Chimerae at will, make this group of renegades
one that most of us would rather avoid.

Slate Corporation
Established over a hundred years ago, the
Slate Corporation has had its claws in a fair share
of American and International finance for quite
some time.
Alexander Slate founded the company as a
banking institution, but in the early 1920s, he,
alongside three other robber barons of the time,
started the Cipher Project after the discovery of
Lucien Porter.
Today Slates grandson, Jonathan J. Slate
heads the Corporation. He has managed to
maintain a small collection of evidenced Ciphers
hidden on his payroll.
It is rumored that Slate has ties to a private
security firm called Phantom Security Inc.
DAEMON has spent considerable resources
trying to determine the veracity of the rumors, but
have thus far come up empty.

Chapter One: Introduction

The pie exploded across the floor, all that careful work for nothing. Hot apples

raised blisters on her feet, the pan hummed as it spun merrily across the tiles. Lisas mind
registered the pain in some distant place, behind the whine of her ragged breath, the thudding
of her heart.
The van was back.
She knew it was a horrible clich to be afraid of a black van, but the fear consumed her
nonetheless. Two years ago, her neighbors pot-smoking twenty-something son had bought a
black van and she hadnt had a moments peace until hed covered it with badly drawn flames
and a blob that was meant to be a rearing dragon. Two years before that, the newspaper van
had made her draw the curtains every night before bed to avoid a glimpse of it in the morning.
This one had first appeared just over two weeks ago and shes held the fear in check then,
remembering the past. But this time she could see the driver, his window down as the van
crept through the streets, something shiny in his hand. There was someone in the shadows
beside him, but they were staring out the other window, maybe talking on the phone? The
van worked its way through their cul-de-sac and Lisa drew herself inside, behind the kitchen
wall, her eyes so wide they felt like they would fall out of her head, her fingers knotted in the
bottom of her shirt.
Mommy?
Lisa jumped across the room, a scream throttled in her throat. Thomas looked up at her,
rubbing his eyes, his hair still mussed from his nap, You dropped your pie.

Glancing out the window, Lisa could see the van turning right at the end of her street, the
heavy fall mist splintering its turn signal into jagged points. She sighed and the pain her feet
came forward, but from somewhere she dredged a smile, That was silly of me, wasnt it?
Dinner was agonizing in its slowness; beat out by the torture of baths and teeth brushing.
Both she and Steve snapped quickly when Thomas argued with his little sister Renee; they
spent too little time on stories, too much on hugs. But the evening passed and they went to
work. First the folding crib, a few clothes, diapers and wipes. Then, when the two children
were finally sound asleep there was the toys, the pictures too precious to leave. They had
fled in the night before, but it never got easier to leave things behind, even if they were all
second-hand. Even worse, tonight they had to let the dog out for the last time, his food and
water dishes full by the back door. Someone would take them in, Lisa promised herself, one
of their neighbors would be kind hearted.
Still, as Lisa folded the last blanket into the back of the mini-van, she consoled herself
with the thought that this time, and the times in the future that would hopefully never come,
would never be as bad as that first time. Theyd had nothing but the clothes they wore and
the secret in her belly. They had left behind friends, good friends, some who had died to
help them escape the compound. Sometimes she still smelled the burning flesh and heard
the screams in her nightmares. That secret was now sound asleep in the back of the car, his
thumb still firmly in his mouth, his favorite dinosaur wedged between his head and the door.
He was supposed to start kindergarten soon; she had hoped it would be here. It would all have
to wait. Beside him, her eyes bleary, Renee looked at the world in confusion, then snuggled
her head into her favorite blankey. She talked in her sleep sometimes and Lisa had to lean
close to hear what she was saying now.
Black car. Bad. At the cocoa place. Doughnuts.
Lisa stared at Steve and he nodded, kissing her quickly before opening her door, Well
go past the high school. Theres a game tonight, we can lose them there.
Lisa. Lisa, wake up. Wake up now!
The dim lights from the hall highlighted the furrow in Steves brow as he stared
not at her, but at the door behind him. Lisa shook her head and struggled upright,
Whats going on?
Were leaving. Now.
Lisa allowed herself to be pulled upright, still foggy from sleep. Steves hand was
warm in hers, too warm, his footsteps in the hall too loud. She held her tongue, her
free hand resting on her lower stomach, clarity easing its way in. At the end of the
hall, she gasped to see the security door open, propped with a black work boot, the
leather slick and wet. Steve eased the door open and Lisa slammed her hand over
her mouth, stemming the wad of vomit and forcing it back down. The guard was lying
there, his eyes still wide open, a chunk missing from his jaw. The light was reflected
in the blood that spilled from the end of his leg. For the first time, Lisa looked at

the hand she clenched so tightly. Steves knuckles were torn, but there was too much
blood to be just from that.
They ducked through another door, Steve stopping it from slamming, his eyes
scanning the corridors.
Steve, her voice was a hiss among the hum of the heating vents, Whats going
on?
We had to move up the schedule, were leaving. Tonight.
But Steve, Lisa tried to uncurl her senses, but the drugs were still too strong.
They didnt let her sleep without them, they couldnt trust her dreams, what about
the plan? What about
The passageway turned another corner and from beyond the walls came a thud.
Everyone knows. Renee saw your chart when she was at the doctors. They have
you scheduled for a full workup tomorrow. First thing.
Her hand went back to her belly, clutching her nightgown into a fist, Someone
told.
Maybe. We cant risk it. Renee and the others are already causing havoc. We
have to move.
The twists and turns melded together in her drug addled brain, but Steves hand
was firm even as the blood cooled and went tacky against her skin. The last door
appeared fine, but Steve slammed into it and it swung open with ease.
There you are, a warm coat wrapped around Lisa and she smiled back at the
small woman who stood there, Youll need this. Get moving.
Lisa pulled her hand free from Steve and shoved it through the sleeve, zipping the
parka against the sharp wind that was eating into her bones. Then, in a moment of
impulse, she pulled Renee close to her and buried her face into the mass of curls that
danced in the wind. Renees arms tightened around her, and she whispered in Lisas
ear, Keep that kid safe. Get out of here.
Steves hand pulled her free again and the massive shadow by the door moved out
and handed her a pair of boots, Thomass face twisted in its customary scowl. She let
impulse rule again and grabbed the old man into a hug as well. Thomas stiffened, but
his hand patted her shoulder before he gently shoved her away. Steve helped her with
the boots and they churned out into the snow. The lights on the fence never looked
farther away, the cold eating into her legs and fingers as she struggled to keep up.
Ahead came a call, then the distinctive bark and whine announcing that someone,
somewhere was shooting at her. Lisa ducked her head and picked up speed, trying
to run as fast as Steve was pulling her. There was shouting, another explosion. The
wind was freezing her tears and she lost her footing, Steve dragging her for a moment
before stopping to help her rise. As he bent over, a figure rose from the snow and the
darkness, the gun in his hand terrifying close. She tried to scream, but the air was
sucked out of her as the figures clothes burst into flame.

Her mind split at this point, the smell of cooked pork overwhelming her senses.
She could have sworn that a second figure appeared, but the woman turned to aim
elsewhere. She could have sworn that a large shadow came from behind her and
tackled the woman, the crunch of bones barely audible over another explosion. She
could have sworn that Steve pulled her away even as she saw the spray of blood come
from Thomas back, as she heard Renee scream.
But Thomas never appeared. The woman showed up, her hands wrapped firmly
around a gun. Steves face disappeared, exploding outwards, the womans face bright
in the flames that wreathed around her struggling partner. Then that gun turned on
her, but the barrel lifted. She was going to be spared, but for what? A sting in her
neck made her eyes go wide, the needle sliding into place, the cool swell of the drugs
running through her and sending her into darkness.
She jerked upright in her seat, the sharp pain in her neck becoming the crick from sleeping
with her head against the car door. The night had been a blur of whispered conversations and
too bright headlights. The rain had never really come, but the sheen it left on the road made
Lisas head ache even as she struggled to block any attempts to find them. The pain had
overwhelmed her, and at Steves urgings she had let sleep creep around her. Now, Steve still
drove with a steady hand, his powers keeping his exhaustion at bay. Lisa took a deep breath,
shaking out the last of her dream, and reached out a hand to stroke his face. He smiled at her
and kissed her fingers, his own thoughts hidden deep inside.
The sun rose and two voices piped up from the back, whining turning to giggles. Lisa kept
her smile bright, her eyes wide with feigned excitement. It was a surprise trip, an adventure.
A soft touch to their emotions and the idea was sold.
They stopped for breakfast at some fast food place, changing in the toilets, then shooing
the kids to the play area. At the counter, they ordered quickly, cheaply, their cash was going
to need to last. Standing there, their hands lightly linked, Lisa let her eyes close to savor
the small uprising of relief. One deep breath and it all came crashing down, every sense
screaming at her to turn around. To run. To scream. But with that panic came the knowledge
that the warning had come too late.
Steves hand tightened as they both turned, keeping her from reaching out. Just behind
them stood the man from the van, his own hand tightly clasped around Thomas fingers, the
five year olds eyes glazed and fixed as they stared into space. Just behind them stood another
Agent, Renee held in her arms, the girls silent tears dampening the womans shoulders. The
woman swayed in place, rocking Lisas daughter as she surveyed the room.
Mr. and Mrs. Andrews, how nice to see you again. Imagine running into you here.
Lisa dared to look around, but the place was empty, the employees studiously ignoring
them. The man lowered his glasses and she heard his voice deep in her head, I think you
know whats at stake here. Get your food. Were leaving. All together.

Two

Two:Character
B

30

efore you can get down to the business of


playing Cipher, you will need to determine
what kind of character you intend to play.
The Attributes, Skills, and so forth allow your
character to interact with the setting of Cipher
by using the rules, but before you can translate
your character into numbers, you will need to
come up with a concept of who your Cipher is and
what makes him tick. If you want to construct an
elaborate backstory for your character, your GM
will thank you since that only makes his job a lot
easier. Below are listed a handful of questions to
help give you a start in building a character that is
more than a collection of numbers on a character
sheet:
What is your Ciphers name?
What does he look like?
When did he evidence his Talents?
What were the circumstances surrounding his
evidencing?
What Doctrine does he follow?
What are his opinions of the other Doctrines?
Does he believe in the Three Tomorrows?
Who are his friends and contacts?
Does he try to maintain a normal life?

If you take a few minutes to consider these


questions and come up with the answers to
them, you will be well on your way to building a
believable character you will have fun playing for
many sessions.

Cipher Doctrines

iphers that live free of government control


have developed a number of differing
philosophies about what it means to be a Cipher.
These attitudes, put forth by a handful of
charismatic figures, are called Doctrines. They

espouse a certain system of beliefs that govern


individual Ciphers actions.
Most of the Doctrines that exist in the TwentyFirst Century appeared in the years following
the sudden disappearance of the Prophet in the

Chapter Two: Character

late Sixties. The Monitors of Bonnet Island are


the exception, founded just a few short years
after the Rogue Ciphers made their escape from
DAEMONs New York facility in the 40s.
While those that follow the Doctrines of the
Rogue Ciphers band together for safety from the
many threats that face them, there is still a good
deal of tension between the various factions.
Frequently Ciphers fall to squabbling in the quiet
moments between incidents with DAEMON,
Ectovores, and other threats. Rarely do such
situations escalate beyond heated arguments,
but there have been some cases of Cells selfdestructing under the weight of their differing
beliefs.
Most Ciphers that are part of a Doctrine have
a number of individuals within their organization
that they can contact when in need. While these
contacts are not always capable of helping every
time a Cipher requires assistance, these contacts
are one of the greatest resources a Rogue Cipher
has at his disposal. Of course, it is important to
keep in mind that each Cipher is likely to be a
contact for others scattered across the country, and
should do what they can to help those that share
what is a perilous existence as a Rogue Cipher.

Harbingers-The Proteus Movement


Look, for as few of
us as there are roaming
around, and as much
as everyone wants to
stay under the radar,
you would think we
would have a little
more centralization, a
bit more structure.
Sure, you have that Daniel guy hiding
god-only-knows-where eating TV dinners and
constantly trying to get everyone to play nice and
listen to him. The problem with Daniel is that no
one I know has actually seen this guy, and most
of us dont even think hes really out there, and so

what if he is? What does he have to lead us with?


A bunch of old spiral notebooks filled with the
supposed visions of some old dead guy called the
Prophet? Fuck, the Prophets more of a myth than
Daniel. The old-timers who were around back in
the Sixties cant even tell you what this Prophets
name was.
Besides, everyone knows that the Oracles
eventually end up going batshit if they peer
forward too often, and that means that everything
in those notebooks is suspect...if they exist that is.
Which they dont.
Oriflamme? Get real. Maybe before 9/11
these guys might have made sense, but with the
Patriot Act and everyone twitchy about terrorism
to begin with, the Partisans just make most of us
think Oklahoma City or Ruby Ridge instead of
Che Guevara.
Sure, the thought of bending DAEMON over
and giving it to them Shawshank-style is damn
appealing, but I figure the dipshits that get involved
with Captain Platte and Oriflamme have a slightly
better life expectancy than a mayfly. Besides, they
rely far too much on guns and bombs and shit. You
ask me, putting your trust in a .45 is pure stupidity
when you can set shit on fire from a football field
away. Kinda makes them pussies in my book.
Bonnet just creeps me the hell out. The whole
idea of a town filled with a bunch of Telepaths is
just plain wrong. I dont like the whole concept.
I talked with this one guy who said he had found
the place a few years back, and everyone there
was real nice. Too nice, if you catch my drift. He
said it felt like everyone was sizing him up like
a piece of meat. Apparently, he didnt meet their
standards for whatever reason and a few days later
he woke up in a motel in Norfolk and couldnt
recall how the hell he had gotten there, or how to
find Bonnet Island again. From the way he talked
about it, hes not too upset about that either. The
whole thing sounded too Stepford to me.
Reverend Cabot and his traveling sideshow
of pacifists and religious freaks wouldnt be too

Chapter Two: Character

31

32

bad if they werent so damned simple-minded.


Theres a war on, people! While poking your dick
in the hornets nest like Platte and his grunts do
may not be the brightest idea, it makes a hell of a
lot more sense than sticking your head in the sand
and being all lovey-dovey.
The Revival does good things. Dont get me
wrong. If it werent for them, there would be a
lot more of us working for Uncle Sam than there
are now. I appreciate that, I really do, but turning
the other cheek went out the window the first time
those Veritas bastards shot up the first Cipher with
morphine and dragged him off to some secret
facility against his will.
No, Id have to say that if anyone has the right
idea its Jim Dancer. The Proteus Movement says
that we are the next stage of human evolution.
Dancer calls us Harbingers. I kinda like the sound
of that.
He says that were not restricted by meat and
bone, that we can be made up of pure juice and
that if we study our Talents long and hard enough
we might be able to not only find real weapons we
can turn on DAEMON, but that we might be able
to step forward into the next stage ourselves.
I dont know about you, but the idea of being
made of pure energy is damned attractive. The
only problem is that Proteus keeps themselves
pretty much under the radar. You only hear about
them every once in a while when the Reverend
and Oriflamme get their panties in a bunch over
us.
There are a few nutjobs among us; those that
think we need to be doing what we can to tear
down what passes as civilization before we can
build a new home for Ciphers. Theyre idiots, and
if we dont keep an eye on them theyre going to
get us all killed.
Despite those of us that occasionally cross
the line, the Proteus Movement just makes more
sense than the other Doctrines. They call Jim
Dancer a monster, a psycho, a terrorist. I call him
a visionary.

Harbingers are Rogue Ciphers that follow the


teachings of a man named Jim Dancer.
Like many leaders of the Rogue Cipher
community, only a very few individuals have
actually seen Dancer, but he is believed to be
of Native American descent. His teachings are
radical by most Ciphers standards.
In the late 1980s, the first whispers of Jim
Dancer and his beliefs began to circulate. For
years, only a small minority of those with Talents
adopted his stance on Ciphers and their abilities.
Dancers words began garnering more
attention as 2000 approached and millennium
fever began rising among Norms and Ciphers
alike. The Proteus Doctrine lured those who
suddenly began feeling that their time was ending.
Dancer believes that Ciphers are not only
superior to normal humans, but also the next step
towards mankinds ultimate destiny. He believes
the final permutation to be creatures of pure
psychic energy. The body is just meat, limiting
humanitys true potential by its static nature.
A Ciphers true strength lies in shaping the
body while strengthening the mind. Eventually
the near-constant alteration of the human form
will allow it to finish its destined transformation
into pure Ectenic Force.
Harbingers show a general disdain for those
without Talents. They tend to be adventurous and
arrogant at the same time.
A Harbingers preferred abilities center on
the Biokinesis Form. All other disciplines are
secondary.
Harbinger Tenets
1. Ciphers are the next stage of evolution,
but not yet complete.
2. Ciphers are destined to become beings of
pure energy.
3. A humans life is not worth that of a
Cipher.

Chapter Two: Character

Monitors-Bonnet Island
For some time now, we have been among
you. I am not talking about Ciphers as a whole, or
whatever term you want to use for those of us with
the ability to get into peoples heads. No, I refer
instead to the Monitor, those of us who understand
what it means to be special and hated at the same
time.
Just after our
Father, Nikola Tesla
arranged for Lucien
Porter to lead the
first group
of Rogue
Ciphers
out of

Skaneateles,
James
and
Mary Reed
left the herd
along with
a
handful
of others and
came
to the place
that the Monitors now call home. Bonnet Island
is a sanctuary for those of us that wish to remain
hidden from the rest of the world. There are other
reasons that we wish for privacy, but the primary
impetus for secrecy is a simple desire to remain
free of the machinations of DAEMON and others
like them.
The unknown breeds fear, and fear gives
birth to hatred. In the interest of building a better
relationship with others of our kind, I can speak
with some degree of disclosure.
We do, in fact, have a number of, shall we say
operatives, in positions near certain individuals of
influence. This has taken us years to accomplish,
and tremendous amounts of effort, but I assure
you it is for the most benevolent of purposes. We
simply wish to be able to safeguard Ciphers from
discovery by the nation at large.
I am sure that you have heard that we have
used this opportunity to garner vast amounts of
wealth and other benefits for ourselves. This
could not be further from the truth. I must admit
to a modest increase in assets, but there are certain

costs involved in maintaining overhead for the


operations we currently have in place.
I understand that certain things are said about
the Monitors of Bonnet Island, things concerning
the manipulation of key figures in politics and
industry for personal gain. I must point out that
every community has individuals that do not
cleave to the precepts of the community as a
whole. These individuals do not represent in any
way Bonnet Island, the Monitors, or our goals to
protect the interests of Ciphers. We reject any who
ascribe to these selfish methods.
As many of you know, not all Monitors seclude
themselves on the Island or nestle themselves
away within the halls of power. Many of us, in
fact, depart from Bonnet Island to assist fellow
Ciphers in their endeavors. It is the firm belief
of our esteemed leaders, James and Mary Reed,
that a Monitor cannot fully understand that which
we strive for without experiencing what our less
fortunate brethren must endure as vagabonds and
fugitives. Thus, many of the residents of Bonnet
Island are convinced to leave the safety of the
Island and subject themselves to the trials and
tribulations of existence among others of our kind.
Do not trouble yourself about the inhabitants
of Bonnet Island. We are working in your best
interests, as we have for decades.
Monitors believe that the best path to survival
lies in infiltrating the halls of wealth and power
and shaping the future with a whisper and a nudge.
Bonnet Island lies off the coast of North
Carolina. A former haven for the pirate Stede
Bonnet, treacherous waters surround the smallish
island, making it a perfect hiding place for the
Gentleman Pirate.
After the age of piracy ended as the likes of
Bonnet and Blackbeard faded from the worlds
stage, Bonnet Island was forgotten by all save a
handful of fishermen and cartographers; its shores
being too difficult for most to reach safely.
The islands sole population consisted of
birds, reptiles, and small mammals until James

Chapter Two: Character

33

34

and Mary Reed settled there along with a handful


of others fleeing DAEMONs Skaneateles facility.
They made a promise to each other and those
that accompanied them that never again would
their fates be determined by others. Ciphers
were the next step in human evolution and they
deserved the right to live free and prosper without
interference from those unfortunate enough to be
lacking Talents
.The small colony began building what would
become over time a cozy, little village on the
forgotten island. They protected their new home
with a subtle force that was unwavering.
A delegation from Bonnet Island meets anyone
without abilities that approaches the island. The
group of Monitors tasked with this duty alters the
memories of the interlopers, forcing them to forget
any detail that might lead others to the Monitor's
haven. Many people find themselves back in their
boat heading west towards the mainland without a
clue as to where they have just been.
The Monitors allow Ciphers that arrive at
the island a momentary respite from their travels
while James and Mary decide if they are to be
allowed to remain.
Some that meet James Mary's standards are
allowed to stay and assist in the villages goals of
ensuring that those with mental abilities remain
free from virtual slavery by DAEMON and the
government it serves.
The Monitors are masters of Telepathy and
show a secondary preference for Clairvoyance.
Monitor Tenets
1. The destiny of Ciphers is to become the
dominant species on the planet.
2. It is acceptable to cheat, deceive, and
steal from non-Ciphers.
3. Bonner first, then Ciphers, then Humanity.

Oracles-The Way Of The Prophet


I have seen the future. I know what true
despair is.
Humanity only has a limited amount of choices
as to its destination. We can live in harmony,
Ciphers and Normals alike; we can be crushed
under the boot of oppression; or we can burn in
the fires of desolation.
I was only
thirteen years old
when one
of Daniels
people
f o u n d
me and
showed
me the
truth of
things.
I was
little
m o r e
than a
child.
W h a t
was shown
to me was
carved
into
my mind, unforgettable to this day. I still wake in
the fragile hours of morning covered in the sweat
of desperation and horror.
There are many among us that choose not to
see what has been shown to them. They live under
the delusion that we can choose a fate other than
what the Prophet has shown us. I hold no disdain
for them, only pity and sympathy, for I wish it
were so. Unfortunately, I know they are wrong.
We have a great need to tread the razor edge
of destiny carefully in these upcoming days, for
the fulcrum of the future is upon us. If only we
had clear signs to show us the way. Instead, we
have a handful of Talents that allow us locate the
Cruxes of the Three Tomorrow, but rarely do these
Talents show us the path we must take. Aside
from Daniels arduous progress in deciphering the
Prophets notes, we have only our best judgment
to rely upon.
Those of us who know the truth try to forestall
Dystopia and the Apocalypse, but we are too few.
Ciphers as a whole must learn to see the truth
and answer the call to action if we are to prevent
darkness descending. Many of us travel in Cells,

Chapter Two: Character

living amongst our brethren to protect and guide


them, while a small number of Oracles are solitary
nomads, moving as the Cruxes dictate.
Daniel teaches us from the words of the
Prophet; that even the most seemingly insignificant
event may cause ripples that can topple the most
well laid plans. A single child can be the keystone
to harmony or the cornerstone to destruction.
Daniel possesses the scripture of the Prophet
and I must follow him regardless of the cost.
The Oracles follow the paths laid out for
Ciphers half a century ago by a man known today
only as the Prophet. The enigmatic figure, Daniel
is his successor.
The Prophet appeared at the end of the 1950s
claiming to have seen three possible futures for
the earth. Calling them the Three Tomorrows, he
claimed that the presence of Ciphers would shape
humanity for better or for worse and would be
instrumental in bringing about one of the Three
Tomorrows.
Even after his mysterious disappearance in
the late 1960s, the Prophets message echoed in
the hearts of minds of Ciphers, but without his
leadership, Ciphers began drifting apart.
New ways of approaching the Cipher situation
grew out of the next few decades; but walking
amongst the Partisans, Monitors, and others were
a small handful that kept the Prophets ways.
When the Shift began in July 2002, many
Ciphers believed that the Three Tomorrows were
upon them, and more than a few began studying
the words of the Prophet.
Within weeks of the Shift, word began
spreading of a man calling himself Daniel. He
claimed to be the successor to the Prophet. There
were rumors that he had the original notebooks of
the Prophet in his possession, the notebooks that
contain the prophecies of the Three Tomorrows.
In the years since, Daniel has established
himself as a force to be reckoned with in the
Cipher community. While his exact whereabouts
are unknown, his agents seem to be everywhere,

appearing with flawless timing to deliver a warning


or the location and time of an important Crux.
Those who believe that the Prophets Three
Tomorrows are truly imminent and strive to shape
the coming years in accord with the Prophets
teachings call themselves Oracles. They follow
the dictates of Daniel through a network of Oracles
that leads directly back to Daniel himself.
Oracles tend to have strong Clairvoyant
abilities with no preference for any other Form.
Oracle Tenets
1. The juxtaposition of the Three Futures is
imminent.
2. Daniels chosen are to guide Ciphers
away from destruction.
3. The Prophet is among us, waiting for the
proper moment to reappear.

Partisans-Oriflamme
Theres a revolution coming. The Norms dont
know a damned thing about it, but its going to
smack them in the face once the shit hits the fan.
The Captain says that we need to fight, not hide
under our beds like some of the others. He says
that theres no point in having Talents if were not
going to use them. The quote one of my contacts
keeps throwing around is, They who can give up
essential liberty to obtain a little temporary safety,
deserve neither liberty nor safety. He says that
its one of the Captain Plattes favorite sayings,
and that its by Jefferson or Franklin or one of
those guys.
I guess the reason I signed up with Oriflamme
is that these guys seem hell-bent on sticking it to
the government jokers that like making Ciphers
disappear.
I mean, sure, I can kinda see the argument
behind the Bonnet people: fifth column and all
that. I can also respect what Reverend Cabots
followers talk about, the whole winning hearts
and minds bit and helping those in need. The
Oracles creep me out though with their talk about
their Three Tomorrows and stuff, but theyre

Chapter Two: Character

35

36

not as bad as the Proteus guys who are always


dissing people without abilities and talking about
evolution and pushing forward.
At the end of the day, what the Captain
talks
about
is
simpler,
more
straightforward.
I can wrap my
head around the
idea of fighting
back. I watched
Veritas drag away
a good friend of
mine about a year
ago. I've heard the
horror stories from
the guys weve
gotten out of the
Campuses. All I
want to do is shank
the dudes trying
to control us. We
deserve a right
to make our own
choices, dont we?
They call us Partisans. I dont really care what
label I get stuck with, I am a soldier, and Ill do
everything in my power to ensure that DAEMON
doesnt get its claws into one more Cipher.
Chimerae, Bogeymen, it doesnt matter. If it poses
a threat to Ciphers, its a target.
I havent met the Captain personally, but he is
my commander. I would follow him into the gates
of Hell itself if it meant ensuring safety for me
and mine.
Partisans are Rogue Ciphers that believe
Captain Platte and his organization, Oriflamme
is the only hope for the future of Ciphers as well
as the rest of humanity. Oriflamme has chosen to
take the fight to DAEMON and anyone else who
intends to enslave or harm Ciphers.
In the late Seventies, a man named Captain
William Platte appeared. He claimed to have

escaped from a DAEMON Campus, telling


anyone who would listen about his time in the
government program. He spoke of evidencing at
the age of eleven, his training at an Aegis Campus,
and his service as a Veritas Agent until the point
of his disenchantment with the agency and its
methods.
Platte talked to every Cipher he could find
of the atrocities performed by the agents of
DAEMON in the name of national security.
For many, this was the first time they had heard
about the eugenics experiments, the training that
bordered on torture, or the perform or be killed
policies he purported DAEMON utilized. Over a
few short years, he had developed a following of
Rogue Ciphers that were angry at the world and
DAEMON specifically.
Platte developed a paramilitary organization
of Rogue Ciphers comprised of those that
came to believe as Captain Platte did. The cells
operate nearly autonomously, receiving only
the occasional order from Oriflammes nomadic
command center. As is the case with most of the
Doctrines, the Cult of Personality behind the
movement remains elusive.
Partisans show a strong preference for
Psychokinesis and Biokinesis, but come in all
colors and flavors.
Partisan Tenets
1. Ciphers deserve the same rights as
normal humans.
2. DAEMON and its oppressive methods
are the greatest threat to the future.
3. DAEMON must be opposed, refuted, and
destroyed.

Samaritans-Boundless Faith Ministries


Many people think that the Reverend is a fool
for putting himself out there like he does. They
say he makes too big of a target of himself in more
ways than one, and hes going to see the inside of
a DAEMON Campus one of these days. Theyre

Chapter Two: Character

right, but hes no fool. He knows exactly what


hes doing, and we should all thank him for it.
You see, the thing with Reverend Cabot is
that unlike some of the so-called Christians you
may have met in your life, the Reverend actually
tries his hardest to
follow the path
of Jesus. He
knows
that
DAEMON
is tracing his
every move,
and
thats
just the way
he wants it.
He figures
if he can
keep their
attention
on that big
white suit
of his, thats
less consideration,
you and I are going
to get from those
Veritas jerks. He plays on his visibility to keep
them from doing anything stupid. Thats the
reason the Reverend doesnt allow any weapons in
his congregation. He doesnt want to give anyone
an excuse.
And if you ask him about painting a bright red
target on his head, hell just give you one of those
pearly white grins of his and tell you that he cant
do the Lords work very well with his light under
a bushel, can he?
The Reverends network extends from coast
to coast, but has a heavier concentration here in
the Midwest. People of faith and men of the cloth
work with him in every major city and a few minor
ones as well.
Boundless Faith Ministries is the organization
that makes sure that those of us who evidence
their Talents alone are found, given the care they
need, and have things explained to them. Odds are
good the guys who found you and told you the
state of things were associated with the Reverend
in some way.
That safehouse you and your friends stayed at
last week? It's probably funded by the Reverend
and his people. That Clairvoyant Rabbi who found
you at the coffeeshop and told you to bug out? It's
pretty damned likely he has a chat with Reverend
Cabot about once or twice a month.

I tell you this though, the Reverend may be


a forgiving man, but those of us that look to him
for guidance are still working on turning the other
cheek. If DAEMON does manage to find a way to
take him down, there will be a whirlwind for them
to reap.
The Samaritans are Rogue Ciphers that follow
the teachings of Reverend Vance Cabot. They are
the ones most newly evidenced Ciphers meet if
they manage to avoid the agents of DAEMON.
Reverend Cabot founded Boundless Faith
Ministries shortly after Oriflamme began to attract
followers. His message was clear. Captain Platte
is a warrior. I am a shepherd. While never outright
chastising the Captain for his aggressive doctrine,
Cabot made it abundantly clear that he saw things
in a different light. If there is to be a future of any
kind, it can only be attained through compassion
and forgiveness.
That is not to say that Samaritans cannot take
care of themselves. With their preference for
Biokinetic abilities, they are more than capable of
handling trouble when it finds them. They just do
not go looking for it.
Being a Samaritan means that you have chosen
to aid others, be it through healing their bodies
and minds or through acting as a guardian angel to
those that cannot protect themselves.
Reverend Cabot and his traveling tent revival
are very much in the crosshairs of DAEMON,
but Cabots weekly syndicated sermons and
the tremendous amount of charitable work he
performs through the churches, temples, and
synagogues affiliated with him make the Reverend
a difficult man to dispose of without raising too
many questions. The Monitors, for their own
inscrutable reasons, are doing what they can to
keep him preaching.
Samaritans have a tendency to perfect their
Biokinetic Talents, specifically Heal and Psychic
Surgery

Chapter Two: Character

37

Samaritan Tenets
1. Ciphers are human. We are brothers and
sisters.
2. It is the role of Ciphers to act as shepherds
to the rest of humanity
3. Those who would oppress us are
misguided, not evil.

Attributes

38

very character in Cipher six Basic Attributes


that defines his raw potential.
There are three Physical and three Mental
Attributes, each has a rank ranging from 1-10.
The Rank in each Basic Attribute represents
how much above or below the human average, the
character is.
Rank 1: Barely alive. This is the absolute
minimum a living human being may possess in
any given Attribute.
Rank 3: Slightly below average.
Rank 5: Human average.

Rank 7: A little better than most.


Rank 10: Absolute peak of normal human
potential.
At Character Creation, each character has 35
points to spend towards building these six Basic
Attributes. Each Attribute starts at a Rank of 0,
and 1 point spent towards increasing that Attribute
increases its Rank by 1.
At least 1 Rank must be placed into each of
the 6 Base Attributes.
The highest Rank a starting character may
have in any Attribute is 8. Attributes may be

Chapter Two: Character

CHARACTER GENERATION QUICKSHEET


Create character concept. How did you evidence your Talents? When and where did it happen?
What are your likes, dislikes, hopes, dreams, fears, etc.?
Distribute 35 Ranks Among Your Primary
Attributes
Strength Knowledge
Agility Wits
Vitality Willpower
Calculate Derived Attributes
(Round to nearest whole number)
Reaction (Agility+Wits)/5
Mental Resistance (Wits+Willpower)/3
Physical Resistance (Strength+Vitality)/3
Strength Modifier (Strength/3)
Movement (Strength+Agility)/2



feet per Phase
Health (Vitality+Willpower)
Stun (Vitalityx2)
*Skill Ranks (Knowledgex7)
*Focus Ranks (Knowledge x5)
*Maximum of 6 Ranks per Skill
Distribute Skill Ranks
(Skills Range from 1-10)
Academics Performance
Athletics Science
Crafts Social
Clandestine Vehicle
Investigation Weaponry, Melee
Medicine Weaponry, Ranged
Nature

Apply Cipher Patch




Potential
Ranges from 1-10. Starting characters have a
default of 5.
Minimum of 1 Rank, maximum of 8 Ranks
per Attribute at Character Generation
You may sell off 1Rank in Potential for 2
Ranks of Forms.
Forms
Biokinesis, Clairvoyance, Psychokinesis,
Telepathy; Ranges from 1-10
Select 1 Form as your Primary Form, place 1
Rank in your Primary Form
Distribute 9 additional Ranks among your
four Forms. Max of 8 Ranks per Form.
Ranks in your Primary Form must equal or
exceed Ranks in other Forms.
You may sell off 2 Ranks of Forms for 1
Rank of Potential (Up to a maximum of 8
Potential)
Talents
Ranges from 1-5
Each Rank in the Primary Form generates 2
Ranks of Talents, to be placed into Talents
within that Form
Secondary Forms generate 1 Rank for each
Rank in that Form
Meridian and Apex Talents have prerequisites
that must be met before purchasing them.

Distribute Focus Ranks


(Focuses Range from 1-5)
Maximum of 5 Ranks per Focus
Must have 1 Rank in a particular Skill to place
a Focus within that Skill

Chapter Two: Character

39

increased over the course of a game by spending


Experience Points.
Strength
Strength is the measure of an individuals raw,
physical power. It is the Attribute that tells you
how much you can lift, how far you can throw,
and how hard you hit someone either with a handheld weapon or barehanded.
A Rank of 10 is capable of lifting about 600lbs.
Use the Strength Attribute to calculate your
Strength Modifier. This is used as a bonus to
Damage when an attack is powered by muscle.
Use the Strength Attribute along with Agility
to determine your rate of Movement.
Agility

40

Agility is the Attribute that determines not


only how nimble you are with your body as
a whole, but also your manual dexterity. This
Attribute quantifies your ability to use finesse and
be precise with physical actions.
A Rank of 10 represents an individual such
as Bruce Lee or the premier parkour expert in the
world.
Use the Agility Attribute along with Strength
to determine your rate of Movement.
Use the Agility Attribute along with Wits to
calculate your Reaction.
Vitality
Your rank in Vitality tells you how sturdy and
generally healthy you are. This Attribute is used to
see how long you can perform tasks or work under
extraordinary duress.
A Rank of 10 almost never gets ill, and can
withstand tremendous amounts of physical
punishment before succumbing to pain and injury.
Use the Vitality Attribute to calculate both
your Health points and your Stun points.
Use Vitality, in conjunction with Willpower,
to determine your Physical Resistance.

Knowledge
The Knowledge Attribute represents not so
much a gauge of your intelligence, but an abstract
composite of everything you have learned through
life experience. Knowledge is the appropriate
Attribute when you are trying to access your
memory or put pieces of information together
coherently.
A Rank of 10 is a storehouse of information
and experience.
Use the Knowledge Attribute to determine
your Skill and Focus points.
Wits
The Wits Attribute is a measure of how quickly
you think on your feet as well as how well you
respond to rapidly changing circumstances. Use
the Wits Attribute when you have to find a course
of action quickly.
A Rank of 10 in Wits is rarely if ever surprised
by anything, and likely never loses an argument.
Use the Wits Attribute in conjunction with
Agility to determine your Reaction.
Use the Wits Attribute along with Willpower
to calculate your Mental Resistance.
Willpower
Willpower is the Attribute that determines
how steadfast, stubborn, and unshakeable you are.
Willpower is the appropriate Attribute when sheer
pig-headedness is the answer to the problem.
A Rank 10 Willpower is the proverbial
mountain. This person is always certain in their
actions and often accomplishes things through
raw determination.
Willpower is key to calculating both Physical
and Mental Resistances.
Derived Attributes
While the Basic Attributes are used in
conjunction with Skills and Focuses over the
course of a play session, the Derived Attributes

Chapter Two: Character

are more often used on their own or as a modifier


to a standard task roll.
Strength Modifier
The Strength Modifier is applied anytime
you successfully hit something or someone either
while unarmed or while using a muscle-powered
weapon.
Your Strength Modifier is applied as a negative
modifier to any attempt to Disarm you.
Determine your Strength Modifier by using
the following formula:
(Strength / 3)
As with all other calculations in Cipher, always
round to the nearest whole number. Therefore, if
you have Strength of 7, your Strength Modifier is
2. If your Strength is 8, your Strength Modifier
rounds to 3.
Your Strength Modifier is also the base
Damage for a punch or kick attack.
Movement
Your Movement is a measure of how much
distance you can cover in 1 Phase (1 second),
moving at a quick walk. The average human
moves 5 feet/sec.
Calculate your Movement by using the
formula below.
(Strength + Agility / 2) in feet per Phase
(second)
Reaction
Reaction is one of the most crucial Attributes
in the game. It determines your Interval, which
is how frequently you may act in a 10 second
Round. Apply Reaction as a negative modifier on
any attempts made to hit you in physical combat.
The formula for calculating Reaction is:
(Agility + Wits / 5)
Physical Resistance
Diseases, toxins, Talents that attack your Stun
or Health; all of these situations have Physical

Resistance subtracted from the Mark of the


attempted roll.
Determine Physical Resistance by using the
formula below:
(Strength + Vitality / 3)
Mental Resistance
Apply Mental Resistance as a negative
modifier to any action or circumstance that
attempts to harm you in a NON-physical manner.
Talents such as Deep Scan, Twitch, and Drain
Mental Attribute, as well as any Aberration check,
have the targets Mental Resistance subtracted
from the final Mark prior to rolling.
Determine Mental Resistance by using the
following formula:
(Wits + Willpower / 3)
Health
Health is a measure of how whole and
complete your physical form is. If you are cut,
shot, have internal bleeding, or a bone fracture,
you will subtract points from your maximum
Health. Anything that takes time to heal and is
potentially life threatening is a Health Wound.
Calculate Health by the following formula:
(Vitality + Willpower)
You may trade Health for Ectenic Force if the
character is out of their base EF Pool and their
Stun pool is empty.
Trading in Health for Ectenic Force to activate
Talents, or for a Dominance Test, or if you are
forced to trade Health for EF requires both a
consciousness check as well as an Aberration
Check.
Stun
Stun is both a measure of your physical energy
level and a meter on minor physical damage.
If you are subject to minor physical trauma
such as a punch, kick or blow with a blunt object,
you subtract points from your maximum Stun
total.

Chapter Two: Character

41

You begin subtracting Stun when you go for


extended periods without rest, food, or water.
Calculate Stun using the formula below:
(Vitality x 2)
You may trade Stun for Ectenic Force if your
characters EF Pool is empty.
If you use the EF garnered by trading in
Stun to fuel or activate a Clairvoyant Talent, an
Aberration Check is required.
Skill Points

42

Skill Focuses

Use Skill Points


to buy your initial
Ranks in the 13
Skills that are used
in Cipher. Skill
Points are spent
on a 1 Point/1
Rank basis.
Skill Points
are determined as
follows
(Knowledge x
7)
Focus Points
Focus Points are
spent 1/1 to attain ranks
Focuses.
Determine Focus Points
following formula:
(Knowledge x 5)

Rank 5: At this Rank, you can easily use this


Skill in a professional capacity.
Rank 7: A person with this Rank in a Skill is a
recognized expert in their field.
Rank 10: One of the most accomplished
people in the world when it comes to this Skill.
When spending Skill Points at Character
Creation, each point spent increases a Skill by 1
Rank. You may increase Skills to a Rank of 6 at
Character Creation.

in

Skill

by using the

Skills
Skills are a reflection of how capable your
character is at a variety of tasks. There are 13
Skills available. Skills have a range of Ranks 1-10.
Rank 1: Passing familiarity with the theories
behind this Skill.
Rank 3: You are capable of performing the
most basic applications of this Skill under normal
circumstances.

A Skill Focus is
narrowly
defined
area of knowledge
nested within one
of the 13 Skills.
It represents a
more intensive
understanding
of a facet of the
larger topic.
You may be in
decent shape with a
solid grounding in
what your body is
capable of accomplishing.
This
is reflected with the
Athletics
Skill. Most athletes have a
specific area of expertise that gives them an
edge when engaging within their chosen area.
A swimmer may not be as skilled at climbing.
Conversely, an Olympic runner is not as good at
unarmed fighting as a student of the martial arts.
Focuses are not intended to cover a broad
swathe of areas within a Skill. For instance, if
you are generating a combat intensive character,
and have a decent Weaponry, Ranged Skill, a
Focus of Guns is too broad. Instead, Pistols,
Rifles, Shotguns, etc are choices that are more
appropriate.
On the other hand, we do not intend for
the Focuses to be too narrow. If you are an

Chapter Two: Character

experienced computer user, you can simply take


Focus: Computers instead of having to select a
specific operating system.
Mechanically, a Focus adds to your Attribute
and Skill for determining your Mark for a Skill
Roll.
You must have at least 1 Rank in a Skill to
place a Focus within that particular Skill.

Skills
Academics
The Skill of Academics covers your experience
with the building blocks of learning: researching,
writing, and even the Dewey Decimal System.
Academics reflects your familiarity with the
Humanities: English, History, Philosophy, etc.
Sample Focuses:
Art, Computer Usage, Geography, History,
Law, Literature, Occult, Philosophy, Politics,
Psychology, Religion, Research, Sociology,
Technical Writing
Athletics

Crafts
There is a certain amount of hand-eye
coordination and creativity involved with making
and fixing things with your hands. Crafts is the
Skill that reflects this and covers a range of things
from making log cabins to fixing that busted up
old Harley in the garage.
Sample Focuses:
Automotive, Carpentry, Computer Repair,
Cooking, Explosives, Jury-Rigging, Origami,
Painting, Pottery, Sewing, Sculpting, Watch
Repair
Investigation
Use the Investigation Skill when you need
to find clues or solve a puzzle. From dusting for
fingerprints to interrogation techniques to solving
a Rubiks Cube, Investigation is the right tool for
the job.
Sample Focuses:
Body Language, Cryptography, Interrogation,
Notice, Puzzles, Search, Urban Tracking
Medicine

This Skill reflects your facility with things that


involve the body more than the mind. Physical
activities and sports are covered by this Skill.
Sample Focuses:
Acrobatics, Climbing, Jumping, Running,
Sports, Swimming, Thrown Weapons, Unarmed
Combat

The healing arts are yours to command with


the Medicine Skill. This Skill gives you the ability
to bring yourself or your fellow man back to the
bloom of health.
Sample Focuses:
Dermatology, First Aid, Forensic Medicine,
Obstetrics, Pharmacology, Triage
Nature

Clandestine
Clandestine is the Skill that covers the sneaky
stuff. If there is anything you want to remain
unnoticed, be it an object, information, or your
identity, this is the Skill to use.
Sample Focuses:
Conceal, Deception, Disguise, Forgery,
Hacking, Lock-Picking, Pick Pockets, Security
Systems, Shadow, Sleight of Hand, Sneak, Urban
Survival

Use the Nature Skill to reflect your character's


ability to live and thrive under the big blue sky.
Everything from horseback riding to starting a
campfire with a pair of twigs is covered under the
Nature Skill.
Sample Focuses:
Animals, Direction Sense, Foraging,
Horseback Riding, Meteorology, Navigation,
Stealth, Wilderness Tracking

Chapter Two: Character

43

Performance
Use the Performance Skill whenever you want
or need to dive headfirst into creative expression.
This can be acting for stage or simply deceiving
people, or it can be as simple as mastering the
mouth-harp to impress your family back in the
hills.
Sample Focuses:
Acting, Bluff, Creative Writing, Dancing,
Drawing, Misdirection, Musical Instrument,
Painting, Public Speaking
Science

44

The Science Skill is the counterpart to


Academics. Where Academics covers the
Humanities area of higher learning, Science deals
with those topics that speak more in numbers and
symbols than sentences. Understanding the world
around us with formulae and theorems is the
purview of Science.
Sample Focuses:
Astrology, Biology, Chemistry, Computer
Programming, Electronics, Engineering (select
one field), Geology, Metallurgy, Physics
Social
Human beings are social creatures. Hardwired
into our psyches is the need to gather in groups and
form tribes. Some of us however, are more adept
at dealing with our fellow humans than others are.
The Social Skill reflects just how talented you are
at the various subtle and not-so-subtle areas of
human interaction.
Sample Focuses:
Black Market, Carousing, Gang Territories,
High Society, Interrogation, Intimidate, Seduction,
Streetwise

Skill covers any non-living mode of transportation


that requires human control to operate.
Sample Focuses:
Boat, Car, Heavy Construction, Helicopter,
Motorcycle, Plane (commercial), Plane (military),
Plane (prop), Tractor, Train, Truck
Weaponry (Melee)
Weaponry (Melee) is the Skill you want
to have at your disposal for those times when
communication breaks down and you want to
get your point across in an up-close and personal
manner. This covers any weapon you hold in your
hands and swing at another person.
Sample Focuses:
Chain, Club, Improvised Weapons, Knife,
Polearm, Spear, Staff, Sword
Weaponry (Ranged)
Have you ever wanted to get your point across
to someone but he was too far away to kick.
Weaponry (Ranged) is the Skill that fixes that
particular problem. Any weapon designed to cause
pain and injury from more than three feet away is
covered by this Skill.
Sample Focuses:
Assault Rifle, Bow, Crossbow, Dart Gun,
Pistol, Rifle, Shotgun, Sling, SMG

Vehicle
Since the dawn of time, mankind has worked
diligently to devise new ways to get from Point
A to Point B without having to walk. The Vehicle
Chapter Two: Character

The Cipher Patch

nce youve finished allotting points for your


Base Attributes, calculated your Derived
Attributes, and selected your Skills and Focuses;
youre done. if all you were creating was a
standard human.
This is the basic character creation process for
all games using the Vector System. Most game
lines that utilize the Vector System will have their
own unique Patch.
A Patch is a template that you apply after basic
character generation.
In Cipher, the Patch consists of determining
your Potential, EF Pool, Forms, and Talents.

Potential
Potential is what that defines how much
Ectenic Force your Cipher character can hold as
well as how much of it they can expend at once.
Potential is Ranked on a scale from 1-10 just
like the six Basic Attributes, and serves a similar
purpose. Potential is the governing trait for the
Cipher Patch and influences every aspect of that
which makes Ciphers unique.
Ranks of Potential determine your EF Pool.
Your character's Potential is also a measure of
how much of your Pool you may spend per Phase.
Potential directly influences how frequently you
are likely to evoke Chimerae and how easy you
pick up Aberrations.
A starting Cipher has a Potential of 5. This
is the average Potential for a Cipher in the PostShift world. You may sell off Ranks of Potential
for additional Ranks in the four Forms (and thus
Talents), but you may not increase your Potential
above 8 at Character Generation.
At Character Generation, you may sell your
Potential off for 2 Ranks of Forms down to a
Potential of 1 if you so desire.

You may also sell off 2 Ranks of Forms for 1


Rank of Potential up to maximum Potential of 8.
Remember that by selling off Ranks in
Potential, you may end up with more and stronger
Forms as well as a wider variety of Talents, but
you are putting yourself in a precarious position
as standard Potential characters can outspend you.
Of course, they also spawn Chimerae more easily
and become unhinged more quickly.
Potential acts as the Basic Attribute when
activating Talents in more than just determining
the Mark.
In cases where a Strength Modifier would be
required while performing an action, the Potential
acts as the Strength Attribute.
Example: When attacking someone with
an object wielded by Fine Manipulation, the
additional damage derives from the Potential
instead of using the Strength Modifier. Use the
Strength Modifier formula to determine additional
damage.
(Potential/3)
A Potential of 5 yields +2 additional damage
in such cases. A Potential of 4 would yield a +1.

EF Pool
Ectenic Force is the fuel for Cipher Talents. As
such, each Cipher can hold a finite amount within
their minds. The total amount of EF a Cipher may
hold at once is determined by his Potential. The
more adept you are at manipulating Ectenic Force,
the better you are at storing it within yourself.
A Cipher may hold four times their Potential
in EF at a time. Beginning characters start with a
full charge, and thus their beginning EF Pool is
(Potentialx4).
Ectenic Force returns at a rate equal to your
Potential for each hour spent resting.

Chapter Two: Character

35:172

45

Forms

46

There are four Forms available: Biokinesis,


Clairvoyance, Psychokinesis, and Telepathy.
Ranks in the four Forms are a measure of
your overall competency within a specific area of
Cipher Talents.
First, you must select one of the four Forms
to be Primary Form. The remaining three are
called Secondary Forms. Your Primary Form is
important as you may activate the Base Effect of
any Talent within your Primary without costing
you anything from your EF Pool.
A beginning Cipher character has 10 Ranks in
Forms to place as appropriate to their character
concept. All Forms have a rating of 1-10, just like
Skills.
You may not place more than 8 Ranks into a
single Form.
Ranks in your Primary Form must equal
or exceed your Ranks in your three Secondary
Forms.

Talents
After determining your starting Potential and
allocating Ranks to your Primary and
Secondary Forms, its time to find out what neat
things you can do with your mind powers.
Each Cipher Talent falls under the purview
of one of the four Forms. Within each Form, the
Talents are divided into three categories, which
are determined by the magnitude of each Talent.
Threshold Talents are the easiest to learn,
and in most cases are the first to develop when a
Cipher evidences.
Meridian Talents are more powerful than
Threshold Talents, and are harder to develop.
Beginning Ciphers can have some Ranks in
Meridian Talents.
Apex Talents are the most potent Talents
within each Form. Few Ciphers begin play with
Ranks in an Apex Talent, but it is possible.

All Talents are rated from 1-5, exactly like


Focuses.
For every Rank in your Primary Form, you
receive 2 Ranks to place however, you like into
the Talents within that Form.
For every Rank you have in your Secondary
Forms, you have 1 Rank to place into Talents
within that Form. The Ranks are not swappable.
If you have Biokinesis as your Primary
Form ranked at a 3, you have 6 ranks to spend
on Biokinetic Talents. They may not be spent on
anything other than Biokinetic Talents.
You may take as many different Threshold
Talents as you can afford, but Meridian and Apex
Talents each have a prerequisite Talent you must
take before you may place Ranks into them.
You must have the prerequisite Threshold
Talent at a Rank of 3 or higher before you can
place a Rank in the Meridian Talent. Likewise,
before you can place a Rank into an Apex Talent,
you must have the prerequisite Meridian Talent at
3 or higher.
EXAMPLE: Adam has finished basic character
creation and is now looking to apply the Cipher
Patch to his character.
All Ciphers begin with a Potential of 5, but
Adam wants just a little more variety in his Forms
and Talents, so he opts to sell down his Potential
to a 4. This gives him an additional 2 Ranks to
spend on Forms.
Looking at the options, Adam decides that
his Cipher is going to be heavy on Telepathic
Talents, so he chooses Telepathy as his Primary
Form, making Biokinesis, Clairvoyance, and
Psychokinesis his Secondary Forms.
Since he sold off one Rank of Potential, Adam
has 12 Ranks to place into his Forms. He starts
by placing 8 Ranks into Telepathy, making him a
force to be reckoned with in his chosen Form.
He still has 4 Ranks left, so he opts to place
3 of them into Clairvoyance, and the final Rank
into Biokinesis. There are no Ranks left to place

Chapter Two: Character

into Psychokinesis, but that is okay, since most


Ciphers begin with Ranks in either 2 or 3 Forms.
It is now time for Adam to pick his Talents. He
decides to start with Telepathy.
With Telepathy rated at 8, Adam has 16 Ranks
to spend on Talents. While looking over the list of
Talents, Adam eyes Bodyjacking and all thoughts
of having a wider range of abilities goes out the
window.
First, he has to have the Threshold and
Meridian prerequisites at 3 each before he can
get to his goal, so he quickly places 4 Ranks into
Communicate, the most classic of all Telepathic
abilities.
Next, he moves on to the Meridian Talents.
There are a couple there he wants, but to get
Bodyjacking he is going to have to choose just
the one. He places 4 Ranks into Twitch. He can
now place 4 Ranks into Bodyjacking. Hes a little
focused, but thats okay.
Adam has gotten the Talent he was after,
but still has 4 Ranks left to spend on Telepathic
Talents. He drops 2 Ranks into Ping and 2 into
Surface Scan since they both sound useful for a
Cipher on the run.
Clairvoyance with a Rating of 2 gives Adam
2 Ranks to play with. He opts to spend them all
on Danger Sense with an eye on working towards
picking up Spatial Awareness with experience
points
Biokinesis is an easy decision. By spending
his 2 Talent Ranks on Second Wind, Adams
character will be able to recover his Stun a little
faster.

Ectenic Force
Ectenic Force, also called EF or Juice, is the
unique energy generated in the brain of Ciphers.
Dr. David Paulsen, a biologist working for the
Cipher Project in the 1920s, first detected it and
coined the term.
EF has so far proven to be impossible to
reproduce through artificial means, leaving

Ciphers as the only known source of this


mysterious energy.
Ectenic Force is the thing that sets Ciphers
apart from the rest of humanity. It is the fuel that
powers Cipher Talents. EF is virtually invisible
to conventional science. It is only through Tesla
Tech and the Telepathic Talent, Ping that EF can
be detected. For the most part, the only evidence of
the presence of Ectenic Force is the more obvious
of Cipher Talents and their accompanying Pauli
Effects.
Ciphers generate one unit of Ectenic Force
every hour of rest for every Rank of Potential he
possesses. Awake, sleeping, injured, or comatose;
the Ciphers brain will continue to replenish his
pool of EF every 60 minutes his body is at rest.
The amount of EF a Cipher may put to use at
a time varies from person to person. The average
Cipher can expend five units of EF per Phase.
The amount of Ectenic Force you can expend
in a single Phase is equal to your Potential.
By expending 1 unit of EF, a Cipher may
activate the Base Effect of a Talent he possesses,
and alter the Scales of the Talent by adjusting the
Potency, Duration, Range, or number of Targets.

Forms & Talents


Mental Abilities, or Talents, are divided
into four rough categorizations: Biokinesis,
Clairvoyance, Psychokinesis, and Telepathy.
Biokinesis
Biokinetic Talents directly affect living tissue.
Biokinesis can increase an individuals physical
and mental acumen, cause direct harm to living
organisms, and even repair physical damage.
Most Biokinetic Talents have a base Range
of Touch. A few can be extended to LOS by
additional EF expenditure.

Chapter Two: Character

47

Clairvoyance

Pyrokinesis

Clairvoyance is the Form directly related to


the preternatural sensing and subtle manipulation
of Time and Space.
Talents that fall under the heading of
Clairvoyant allow a Cipher to be aware of
events occurring on the other side of the globe or
even those that have yet to happen. The central
drawback to using Clairvoyant Talents is that the
sifting through a multitude of possible times or
locations to find the one you are looking for puts
a tremendous strain on your mind, resulting in an
increased likelihood of gaining Aberrations by
Pushing.
When Pushing, make an Aberration check
each time the Cipher exchanges Stun for EF
instead of when tapping Health, as is the case with
the other Forms.
Psychokinesis
48

Psychokinetic Talents are those that


manipulate inanimate matter at either a gross
or a molecular level. There are four distinct
types of Psychokinetic Talents. While they have
sometimes vastly different effects, all are a part
of the Psychokinesis Form as a Cipher with an
aptitude for one type of Psychokinesis has just as
much ease activating the other three types.
Telekinesis
Telekinesis is the classic ability to move
inanimate objects at a distance as if manipulating
them with a pair of unseen hands. As is the case
with all types of Psychokinesis, Telekinesis is
unable to directly affect living tissue. Creative
Ciphers have found ways around this. If you
want to move someone around, TK can easily
manipulate the clothes he is wearing, which
results in nearly the same thing.

The powers that allow the creation and


manipulation of fire are some of the most
destructive Talents a Cipher can bring to bear.
Known as Pyrokinesis, this type of Psychokinesis
allows a Cipher to excite molecules to the point of
combustion and manipulate the resulting flames at
a whim. Ciphers that bring Pyrokinesis to a conflict
not only bring vast destructive capabilities, but
can also draw a lot of unwanted attention.
Cryokinesis
Whereas Pyrokinesis can excite molecules,
Cryokinetic Talents slow them down to the point
of dramatic temperature drop.
Cryokinesis cannot only lower temperatures,
but can also control the resulting ice once it forms.
Cyberkinesis
Cyberkinesis is one of the many curiosities
of Ciphers and their Talents. It is the school of
Psychokinesis that allows the manipulation of
electronic devices. This collection of Talents
works by controlling the flow of electrons through
semi-conductors.
Originally termed Radiokinesis, Cyberkinesis
truly came into its own in the early 1960s and
has grown to become one of the most useful sets
of Talents a Cipher can have in the 21st Century
due to modern reliance on computers to control
everything from automobiles to international
finance.
Telepathy
Telepathy can be both the most subtle and
most devastatingly effective of the four Forms.
Telepathic Talents are abilities that allow for
communication between, and control of, the
human mind. While other Forms can allow
Ciphers to heal more rapidly, deflect bullets, or see
a punch before your opponent throws it, Telepathy
can reach into an opponents mind and stop the

Chapter Two: Character

attack entirely. Your enemys greatest secrets are


laid bare by Telepathic Talents.

Scales
Every Talent is qualified by four factors, called
Scales. The four Scales are Potency, Target/Area,
Duration, and Range. While these terms do exist
within the Cipher communities, it is generally

DAEMON or former DAEMON operatives that


use these designations.
A Scale is means by which you may fine-tune
the usage of a Talent. The initial point of Ectenic
Force spent to turn on a Talent, activates it with
the Base Effect in Potency, Target/Area, Duration,
and Range.
At the time of activation, you may choose
to spend additional EF (up to your Potential per
Phase) to increase any of the available Scales.
Each incremental bump to a single Scale costs an
additional point of Ectenic Force and increases
that Scale by the listed value for that Scale.
You may choose to increase any or all of the
available Scales by as much as you like as long as
you do not exceed your per Phase limit (including
the cost for the Base Effect).
If a Scale has the entry "NA" beside it, you
may not adjust that particular Scale beyond the
Base Effect.
POTENCY describes the unique way each
individual Talent works. As an example, if a
Cipher is activating the Mimic Talent, the Potency
is discussed in terms of Skill Ranks gained
through usage of this ability. Should the Talent in
question be Wound, TK Strike, or another Talent
that can cause direct damage, the Potency will be
in terms of damage done (either Stun or Health).
Most Talents will have their own unique way of
describing its Potency.
Potency is also the only Scale of the four
that is sometimes discussed in vague terms
within the game. While a player needs to discuss
damage healed & dealt, knowledge gained, or
distinct pieces of information uncovered with
an individual ability; the characters inside of the
game will obviously not talk in this way. Damage
done to a person or object in the context of Scales
will be described in terms like a little, a lot, and
overkill.
TARGET/AREA is self-explanatory. When
dealing with a living creature, the Target Scale is
most likely going to be 1, meaning only one person

Chapter Two: Character

49

50

may be affected without pouring more Ectenic


Force into the activation of the Talent. With the
exception of a handful of Clairvoyant abilities,
other Talents will have a specific radius of effect
that can be increased through the expenditure
of additional Ectenic Force. In some cases, the
Target will be Self Only, meaning that the Talent
can only ever affect the user.
DURATION is the Scale that defines how
long a particular Talent is in effect. In some cases,
such as Heal or Brittle the Duration is Instant,
taking place in a 1 second Phase. In other cases,
the Duration may last for an entire Round (10
seconds), a minute (6 Rounds), even Hours or
Days.
RANGE has only four variables Self, Touch,
Line of Sight (LOS), and Sympathetic.
Self means that without expending additional
EF to adjust the Range, the Talent may only affect
the character activating the Talent.
Touch requires skin-to-skin contact between
the person using the Talent and the intended
recipient of the effect. If the target is willing, no roll
is required. However if attempting to inflict harm
on someone who is actively avoiding contact, an
(Agility+Athletics) + (Unarmed Combat) roll is
required before the Talent may be activated.
In the case of Range: Touch, make the Talent
activation roll immediately upon successful
contact.
Line of Sight (LOS) requires nothing more
than visual contact with the part of the target you
wish to affect. If the Cipher wishes to use TK
Strike on someone and all they can see is his foot
that is sufficient for Line of Sight.
For Telepathic Talents, LOS on the targets
head or eyes is required.
Sympathetic is predominantly reserved for
Clairvoyant Talents, Range: Sympathetic requires
a memory, picture, or a piece of whatever it is you
wish to affect. If the target is a living being hair,
blood and the like are perfect Sympathetic links.

The active use of the Biokinetic Talent


Snapshot gives the activation of a Sympathetic
Talent a +3 bonus.

Types Of Rolls
Basic rolls are activation rolls that are not
affected by a Resistance trait.
The Mark for a Basic Roll is
(Potential+Form+Talent).
Resisted rolls are activation rolls that have
a negative modifier applied to the Mark. This
negative modifier is generally an Attribute of the
individual or item the Cipher is targeting with their
Talent. Physical Resistance, Mental Resistance,
and Reaction are the most common modifiers for
a Resisted Roll
The Mark for a Resisted Roll is
(Potential+Form+Talent) Attribute

The Pauli Effect


Coined after physicist Wolfgang Paulis
uncanny ability to break electronic equipment
simply by being in their presence, the Pauli Effect
became a term within the Cipher Project used to
explain the unintentional environmental effects
that occurred when a Cipher activates a Talent
with a high level of potency.
In game terms whenever a Talent activation is
at an effective strength of 6EF or more, regardless
of the real cost to the Cipher in Ectenic Force, the
Pauli Effect kicks in. At 6EF, the environmental
effects are slight and barely noticeable, when the
effect is 10 or more EF, truly dramatic effects
occur.
As previously stated, Null does not evoke the
Pauli Effect.
The Pauli Effect adds a thematic element to
the usage of Talents. The GM adjudicates any
practical effect upon gameplay.
Each Form manifests the Pauli Effect
differently (with Psychokinesis showing more

Chapter Two: Character

variety within the Form), and to a varying degree


depending upon the amount of Ectenic Force or
Juice applied to the usage of the Talent.
Most signs of the Pauli Effect seem to mimic
the lower level usage of certain Talents within
the Forms (i.e., the Biokinetic Pauli Effect seems
to be a low EF usage of the Weaken Talent,
simply uncontrolled and omni-directional, and
Pyrokinetic Talents bleed off in the form of
Increase Temperature and Ignite Talents).
Telepathys Pauli Effect has confounded
researchers since the first Cipher was discovered,
seeming to cross over into the Psychokinetic
School of Cyberkinesis for no explainable reason
as detailed below.

Universal Talent
All Ciphers have the ability to empty
themselves of Ectenic Force, making them
invisible to Ping and Tesla Technology.

Duration: Indefinite. Null lasts as long as the


Cipher desires.
Range: N/A.
Dominance Test: No
Roll: None Required

Biokinesis
Biokinesis is the Form that contains Talents
that directly affect the human body, be it the
characters, another PC or NPC.
Biokinesis Pauli Effect
When a Biokinetic Talent initiates the Pauli
Effect, lesser lifeforms in the area begin to show
signs of strain. At 6EF, this may be as simple as the
color of flowers becoming less vibrant or insects
falling from the air. At higher EF levels, the Pauli
Effect is more dramatic, ramping up until birds
may drop from the sky, leaves fall from suddenly
dead branches, or even small and medium-sized
animals showing signs of distress possibly dying.

Null

51

When a Cipher goes Null, he releases all of his


Ectenic Force. As this is how DAEMON tracks
people with abilities, Null is handy by making a
Cipher appear as a normal human.
Null is a double-edged sword for obvious
reasons. While Ciphers and Tesla Tech are
incapable of locating someone who has dumped
all of their EF and wishes to remain hidden, no
Talents are accessible to the Cipher for the duration
of the Null. This renders the Cipher virtually
defenseless should a conflict arise. Any possible
defenses, such as Telepathic Shield, against Scans
or other intrusive Talents are lost for the duration.
All EF a Cipher dumps when activating Null is
lost, and must be regained through normal means.
Range: Self-Only
Scales
Potency: N/A. Since all EF is lost when
activating Null, this Talent costs everything.
Targets: N/A

Chapter Two: Character

List Of Talents
(T=Threshold, M=Meridian, A=Apex)

Null (T)

52

Universal Talent
Biokinesis

Boost Mental (M)


Boost Physical (M)
Drain Mental (A)
Drain Physical (A)
Dull Senses (M)
Enhance Senses (T)
Health Scan (T)
Immunity (M)
Mimic (M)
Pain Tolerance (T)
Regeneration (M)
Second Wind (T)
Seizure (A)
Slow Metabolism (T)
Snapshot (T)
Weaken (M)
Wound (A)

Clairvoyance

Combat Sense (M)


Danger Sense (T)
Glimpse (M)
Identify Crux (T)
Insight (M)
Interpret Crux (A)
Locate Crux (M)
Post-Cognition (T)
Prophecy (A)
Remote Viewing (A)
Resonance Tracking (T)
Spatial Awareness (M)
Veil (T)

Psychokinesis

Sculpt Ice (M)


Cyberkinesis
Access Data (T)
Alter Machine (A)
Break/Repair Machine (M)
Use Machine (M)
Pyrokinesis
Control Fire (M)
Fire Shield (M)
Ignite (A)
Increase Temperature (T)
Telekinesis
Fine Manipulation (T)
Gross Manipulation (M)
TK Shield (M)
TK Strike (A)

Telepathy

Alter Memories (A)


Alter Perception (M)
Blend (T)
Bodyjacking (A)
Borrow/Lend Skill (M)
Communicate (T)
Deep Scan (M)
Induce Aberration (A)
Induce Emotion (M)
Mask (M)
Ping (T)
Psychic Surgery (A)
Sense Emotion (T)
Static (A)
Surface Scan (T)
Telepathic Shield (M)
Trigger (M)
Twitch (M)

Cryokinesis
Brittle (A)
Drop Temperature (T)
Fogbank (M)

Chapter Two: Character

Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Nearby plant life begins to
darken and wither.
7EF: (7 yards) Insects and birds are overcome
with a wave of vertigo, and are likely to stop
singing, chirping, etc.
8EF: (8 yards) Birds and insects are stunned,
falling from the sky or from their perches.
9EF: (9 yards) Nearby non-Ciphers feel
disoriented and slightly dizzy. Small mammals
are likely to fall unconscious as the Talent
elevates to this level of strength.
10EF: (10 yards) Non-Ciphers in the immediate
area are likely to fall unconscious for a few
minutes.
11+EF: (yards equal to strength of Talent
activation) Effects similar to the usage of
10EF, but the range is increased.

Threshold Biokinesis Talents


Enhance Senses
Some Ciphers have developed the ability
to sharpen one or all of the five senses, making
their vision sharper, hearing more crisp, etc. This
enables them to notice things others might easily
miss.
Base Effect
Potency: +1 to appropriate Notice Marks
Targets/Area: Self-Only
Duration: 6 Rounds
Range: Self
Scales
Potency: +1 to appropriate Notice targets
Targets/Area: N/A
Duration: 6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic

Health Scan
With the simple act of scrutinizing an
individual, the Cipher with this Talent can see
exactly how healthy a person is. Anything from
a sprained ankle to lung cancer is evident when
activating this Talent. Some Ciphers even claim
to be able to discern your weight with this Talent.
Base Effect
Potency: Full understanding of subjects state of
health
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: Instant
Range: LOS
Dominance Test: No
Roll: Basic
Pain Tolerance
The world that the Ciphers inhabit is a
dangerous one, and injury is common. Pain
Tolerance allows the person with this Talent to
block the pain of injury entirely, and thus prevent
any hampering of performance.
Base Effect
Potency: Ignore all wound penalties
Targets/Area: Self-Only
Duration: 6 Rounds
Range: Self
Scales
Potency: N/A
Targets/Area: NA
Duration: 6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic

Chapter Two: Character

53

Second Wind

54

Snapshot

Ciphers with this Talent can quickly heal mild


physical damage and give themselves a mild pickme-up if they are tired from exertion or lack of
sleep.
Second Wind is an intense boost to the bodys
energy reserves. As such, active use of Second
Wind lasts for a period determined by the Cipher
when he activates the Talent.
Base Effect
Potency: +1 Stun/Phase
Targets/Area: 1 Target
Duration: 1 Phase
Range: Self
Scales
Potency: +1 Stun/Phase
Targets/Area: +1 Target
Duration: +1 Phase
Range: Touch
Dominance Test: No
Roll: Basic
Slow Metabolism
Like the Fakirs of India and the ancient Taoist
Magicians, Ciphers with this Talent can slow their
breathing and heartbeat to the point of appearing
dead to all scrutiny. Surface Scans and Deep Scans
prove fruitless, and all Talents aside from certain
Clairvoyant abilities are unable to see through the
deception.
Base Effect
Potency: Appear dead and remove need for
basic functions such as breathing
Targets/Area: Self-Only
Duration: 60 Rounds
Range: Self
Scales
Potency: N/A
Targets/Area: N/A
Duration: +60 Rounds
Range: N/A
Dominance Test: No
Roll: Basic

Take a quick look around you. Now close


your eyes. How many pieces of information can
you recall from the scene you just witnessed? A
Cipher with this Talent can freeze time in their
mind, taking a mental picture that they can pull up
in perfect detail hours later.
Base Effect
Potency:
1
perfect
mental image
Targets/
A r e a :
Ciphers field
of vision

Duration: 1 Hour
Range: Self
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 hour
Range: N/A
Dominance Test: No
Basic/Resisted
Roll:
Resistance)

(Targets

Mental

MERIDIAN BIOKINESIS TALENTS


Boost Mental Attribute
Prerequisite: Enhance Senses
With this Talent, a skilled Biokinetic can
enhance the mental Attributes of himself or
another person. This enhancement does include
KNOWLEDGE, and represents quicker recall
rather than adding to the targets life experience
and education. The points acquired via Boost
Mental Attribute can be applied to as many Mental
Attributes as the Cipher prefers as long as the

Chapter Two: Character

total points spent equals the Potency of the Talent


activation.
Temporarily recalculate any Derived
Attributes affected by this Talent for the duration
of the Talent. This does NOT apply to Skill Point
calculation.
Base Effect
Potency: +1 to one Mental Attribute. Multiple
Attributes may be affected as long as the total
equals the Potency of the activation.
Targets/Area: Self-Only
Duration: 1 Round
Range: Self
Scales
Potency: +1 to Mental Attribute(s)
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic
Boost Physical Attribute
Prerequisite: Pain Tolerance
This Talent enhances one of the users Basic
Physical Attributes. As with Boost Mental
Attribute, he points acquired via Boost Mental
Attribute can be applied to as many Mental
Attributes as the Cipher prefers as long as the total
points allotted equals the Potency of the Talent
activation.
Temporarily recalculate any Derived Physical
Attribute affected by this Talent for the duration
of the Talent.
Base Effect
Potency: +1 to one Physical Attribute. Multiple
Attributes may be affected as long as the total
equals the Potency of the activation.
Targets/Area: Self-Only
Duration: 1 Round
Range: Self
Scales
Potency: +1 to Physical Attribute(s)
Targets/Area: N/A

Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic
Dull Senses
Prerequisite: Enhance Senses
This Talent is feared by most Ciphers. While
it is one thing to be smacked in the face with an
invisible fist of telekinetic force and yet another to
have flame hurled at you, it is something entirely
different to have your sight stripped away. Since
a number of Talents require sight of your target to
activate, this Talent can strike terror into the most
confident of Ciphers.
Base Effect
Potency: Deadens 1 of the 5 senses. -3 to all
physical actions. ONE SENSE AT A TIME
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Mental Resistance)
Immunity
Prerequisite: Health Scan
There are hundreds of nasty things out there
waiting to harm you if you are not careful. Viruses,
toxins, poisons, nasty bacteria; all of these things
are silent invaders that can inconvenience,
incapacitate, even kill. With a thought, a Cipher
with this Talent can protect himself from one of
the myriad sicknesses and toxins that can cause
him harm.
This Talent can be helpful if a DAEMON team
with a loaded syringe of Morphine lies in wait to
drug and abduct an unwary Cipher.
Base Effect

Chapter Two: Character

55

Potency: +1 to Physical Resistance vs Toxins/


Diseases
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Self
Scales
Potency: +1 Physical Resistance vs. Toxins/
Diseases
Targets/Area: +1 Target
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
Mimic

56

Prerequisite: Snapshot
The Cipher activating this Talent can
temporarily gain the skills necessary to perform
physical actions outside of his normal training and
ability.
To use this Talent, the Cipher must witness an
individual performing the act he wishes to imitate.
Upon successful activation of Mimic, the Cipher
can gain prowess in the Skill he has just witnessed.
For this Talent to work, the person being
observed must have a higher Skill or Focus than
the Cipher.
Base Effect
Potency: +1 to Physical Skill or Focus (Must
observe a Skill that is superior in rank to the
Ciphers)
Targets/Area: Self-Only
Duration: 6 Rounds
Range: LOS
Scales
Potency: +1 to Physical Skill or Focus
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic

Regeneration
Prerequisite: Second Wind
From Catholic Saints to Voodoo Houngans to
American televangelists, the ability to heal with a
touch is something that many have laid claim to
over the years. Regardless of the veracity of these
claims, certain Ciphers have the power to heal
injury and sickness with a touch.
Regeneration is an intense boost to the bodys
natural healing process. As such, active use of
Regeneration lasts for a period determined by the
Cipher when he activates the Talent.
Base Effect
Potency: +1 Health/Phase
Targets/Area: 1 Target
Duration: 1 Phase
Range: Self
Scales
Potency: +1 Health/Phase
Targets/Area: +1 Target
Duration: +1 Phase
Range: Touch
Dominance Test: No
Roll: Basic
Weaken
Prerequisite: Slow Metabolism
This Biokinetic Talent causes mild damage to
the subject. From exhaustion to a headache to a
general feeling of malaise, the Cipher activating
this Talent determines the thematic effect of this
Ability, but the effect is the same since the targets
Stun Trait is depleted.
Must make contact with an Unarmed Attack
to initiate.
Base Effect
Potency: Inflict 1 Stun Damage
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: +1 Stun Damage

Chapter Two: Character

Targets/Area: +1 Target
Duration: Instant
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)

Apex Biokinesis Talents


Drain Mental Attribute
Prerequisite: Boost Mental
With a touch and activation of this Talent,
mental acumen of the target is reduced. This does
include KNOWLEDGE, representing blocked
recall rather than removing chunks of the targets
life experience and education. You may only
subtract Ranks from one Mental Attribute per
activation.
Temporarily recalculate any Derived Mental
Attribute affected by Drain Mental Attribute for
the duration of the Talent. This does NOT apply to
Skill Point calculation.
Base Effect
Potency: -1 to a single Mental Attribute
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: -1 to a single Mental Attribute
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)
Drain Physical Attribute
Prerequisite: Boost Physical
With a touch and activation of this Talent,
the general physical condition of the target is
adversely affected. You may only subtract Ranks
from one Mental Attribute per activation.
Temporarily recalculate any Derived Physical
Attribute affected by Drain Physical Attribute for
the duration of the Talent.

Base Effect
Potency: -1 to a single Physical Attribute
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: -1 to the same Physical Attribute
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resist)
Seizure
Prerequisite: Weaken
With a touch, the Cipher activating this Talent
scrambles the neuro-electric patterns in the target,
causing the subject to convulse. This makes
taking all but the most simple of actions much
more difficult.
Base Effect
Potency: 1 to targets physical rolls
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: 1 to targets physical rolls
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resist)
Wound
Prerequisite: Regeneration
Direct and to the point, Wound allows the
Cipher to disrupt the cellular structure of their
target. With a touch, apply Health damage to the
person targeted by this Talent. The appearance
of this ability can make all but the strongest of
stomachs flip-flop as the skin around the affected
area begins to swell and blister as the cellular
damage takes effect.

Chapter Two: Character

57

Must make contact with an Unarmed Combat


roll before activation.
Base Effect
Potency: Inflict 1 Health Damage
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: +1 Health Damage
Targets/Area: N/A
Duration: Instant
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)

CLAIRVOYANCE

58

Clairvoyance Talents are capable of extending


perception beyond that available to the normal
five senses. Increasing and subtly manipulating
the effectiveness of the five senses is the purview
of Biokinesis.
PAULI EFFECT
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Minor cases of dj vu begin to
occur within range.
7EF: (7 yards) Long dormant memories begin to
appear unbidden in the minds of those nearby.
8EF: (8 yards) Strange and improbable things
begin to happen on a small scale; finding a
winning lottery ticket in the road, the alwayspunctual bus arrives 10 minutes early, etc.
9EF: (9 yards) Unbelievable instances of
improbability begin to occur. Coins land on
their edge; recognized by one nightstand from
5 years ago, etc.
10EF: (10 yards) Nearly impossible things
begin to occur; a tiny meteorite falls from the
sky and cracks a windshield, money begins to
pour from a nearby ATM.
11+EF: (yards equal to strength of Talent
activation) Increase of Range for improbable
occurrences.

THRESHOLD CLAIRVOYANCE
TALENTS
Danger Sense
Danger Sense, when active, alerts a Cipher
that something bad is about to happen. What it is
and where its coming from are not made clear,
but the Clairvoyant knows to take some sort of
defensive action.
*When Danger Sense is active, the GM cues
the player that something in the Range of the
Talent is likely to cause him harm.
Base Effect
Potency: *Special
Targets/Area: 10-yard Radius
Duration: 1 Round

Range: Self
Scales
Potency: N/A
Targets/Area: +10 yard Radius
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Identify Crux
The Talent Identify Crux allows you to
determine if there is a Crux in your immediate
vicinity. Once activated, any Crux within Line of

Chapter Two: Character

Sight becomes obvious to the Cipher using this


Talent.
This Talent only allows for the positive
identification of Cruxes within a Ciphers field of
vision. It does not give any additional information
about the Crux.
Base Effect
Potency: Determine location of a Crux within
Line of Sight
Targets/Area: 1 Crux
Duration: Instant
Range: LOS
Scales
Potency: N/A
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Post-Cognition
Sometimes called Psychometry when used on
objects, Post-Cognition is the Talent that allows a
Cipher to peer into the past of a person, place, or
object.
Unlike Prophecy, where there are a number
of potential timelines to filter, Post-Cognition is
straightforward since there is only one established
timeline to trace.
Base Effect
Potency: 1 Fact
Targets/Area: 1 Person, Place, or Item
Duration: 1 Round
Range: Sympathetic
Scales
Potency: +1 Fact
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)

Resonance Tracking
Every living person has an energy field
surrounding and infusing him or her. Residual
traces are left behind whenever an object is
touched. A Clairvoyant with this Talent has the
ability to follow a persons trail as long as they
have an object that person has touched recently.
(Within the last 12 hours)
As long as the Clairvoyant is never more than
half a day behind their quarry, it can be difficult to
shake them.
Base Effect
Potency: Touched within 1 Hour
Targets/Area: 1 Person or Item
Duration: 1 Hour
Range: Sympathetic
Scales
Potency: +1 Hour (Maximum of 12 hours)
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)

Meridian Clairvoyance Talents


Combat Sense
Prerequisite: Danger Sense
With Combat Sense, a Clairvoyant has a good
feel of their opponent in a fight, and knows where
an attack is coming from a fraction of a second
before the attacker himself realizes it. This allows
the Cipher to prepare for the attack, and attempt to
move appropriately to avoid it.
Base Effect
Potency: +1 to Reaction for defensive purposes
Targets/Area: 10-yard Radius
Duration: 1 Round
Range: Self
Scales
Potency: +1 to Reaction for defensive purposes

Chapter Two: Character

150:125

59

Targets/Area: +10 yard Radius


Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Glimpse

60

Prerequisite: Post-Cognition
Glimpse is a simple yet very useful Talent for
a Clairvoyant.
When the Talent is activated, the Cipher
concentrates upon a simple Yes/No question, the
result of which must occur within a number of
hours determined by the amount of Ectenic Force
spent at the time of activation. Upon successful
activation of the Talent, an image forms in the
Cipher's mind revealing the answer to the question.
When this Talent is used, the GM replies
truthfully with a Yes or No to the question
asked by the Cipher. Should the answer to the
question fall outside the time allotted at the
moment of activation, the GM informs the player
that the results are unclear.
Base Effect
Potency: 1 Yes/No Question
Targets/Area: Self
Duration: Instant
Range: Self
Scales
Potency: N/A
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Insight
Prerequisite: Post-Cognition
Clairvoyants have a reputation of being, to
put it mildly, eccentric due to their enhanced
perceptions of time and space. To some extent,

this is actually the result of Aberrations that many


Clairvoyants seem to accrue.
The use of the Insight Talent could also
have something to do with the reputation some
Clairvoyants have for being spacey.
Insight allows a Clairvoyant to put themselves
into a state of perceiving two different times
simultaneously: the present and a few moments
ahead. While the Cipher under the influence of
Insight may appear to be detached or sleepwalking,
they are enjoying the benefit of being able to see
what is coming a second or two before it actually
occurs.
Activating Insight allows the Cipher to adjust
his actions slightly in accord with this knowledge.
When activating Insight, the Cipher determines
how much of an edge he wishes to give himself
by adjusting the Potency until he has a pool
of bonuses available to him for the determined
amount of time.
Once the allotted time has expired, any unused
pluses disappear as the Cipher falls out of his
dreamlike state.
Example: By allotting a total of +5 to his pool,
the Cipher can enhance his target numbers on any
roll by spending the pluses from the pool. Once
spent, they are gone, but he may spend as much
or as little or as much from the pool as he likes on
any given roll as long as the total is equal to the
amount of bonuses allotted via the Potency of the
Talent.
Base Effect
Potency: +1 to any Roll
Targets/Area: Self
Duration: 1 Hour
Range: Self
Scales
Potency: +1 to any Roll
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: No

Chapter Two: Character

Roll: Basic/Resisted (Subtract Potency of an


active Veil)
Locate Crux
Prerequisite: Identify Crux
This Talent is helpful for Oracles and others
who make it their business to resolve Cruxes.
Locate Crux gives a Cipher the distance and
direction of the nearest Crux within a number of
miles.
Locate Crux does not tell the Cipher what the
Crux is, nor does it relate information concerning
the Tomorrow(s) it may influence.
Base Effect
Potency: Nearest Crux within 1 Mile
Targets/Area:
Duration: 1 Hour
Range: Sympathetic
Scales
Potency: +1 Mile
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Spatial Awareness
Prerequisite: Danger Sense
With this Talent, a Clairvoyant gains
attunement to their surroundings, and senses the
spatial relations of every object in their immediate
vicinity.
Activating this Talent allows a Cipher to sense
if someone is nearby even if he is out of immediate
Line of Sight.
While this Talent does not allow the Line of
Sight required by most other Talents, it does give
the user an edge when trying to hit an object or
person, as they know exactly where their target is.
Base Effect
Potency: +1 to Attack Rolls The Cipher
activating this Talent cannot be surprised

Targets/Area: 10-yard Radius


Duration: 1 Round
Range: Self
Scales
Potency: +1 to Attack Rolls
Targets/Area: +10-yard Radius
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Veil
Prerequisite: Resonance Tracking
Veil acts as shield against other Clairvoyant
Talents. Anyone attempting to use a Clairvoyant
Talent on the subject of a Veil will find his Talent
blocked by a degree equal to the Potency of the
Veil.
Base Effect
Potency: -1 to the Mark of Clairvoyant Talents
targeting subject of the Veil
Targets/Area: All Remote Viewing and PostCognition Attempts
Duration: 1 Hour
Range: Sympathetic
Scales
Potency: -1 to the Mark of Clairvoyant Talents
targeting subject of the Veil
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: Yes
Roll: Basic

Apex Claivoyance Talents


Interpret Crux
Prerequisite: Locate Crux
While other Crux-related Talents allow a
Cipher to track down and recognize Cruxes, he
has little information to aid him in determining a

Chapter Two: Character

61

course of action. Often the actions necessary to


guide the situation towards a certain Tomorrow
are obvious. There are times when the Cipher
needs more guidance.
Interpret Crux allows a Cipher to determine
which of the Three Tomorrows a particular Crux
influences.
Base Effect
Potency: Determine which Tomorrow the Crux
impacts
Targets/Area: 1 Crux
Duration: Instant
Range: LOS
Scales
Potency: N/A
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
62

Prophecy
Prerequisite: Insight
Prophecy is one of the most potent Clairvoyant
Talents while at the same time being the most
ephemeral.
When a Cipher uses Prophecy, he experiences
a vision of things to come in the near future.
Frequently these visions relate to Cruxes and
Strings that the Cipher is likely to encounter, but
some Prophecies focus on other topics.
Prophecies are occasionally clear and concise,
giving a literal rendering of things to come. More
often however, they are dreamlike and heavily
laden with symbolism that the Cipher must
interpret.
When a Cipher activates the Prophecy Talent,
he falls into a brief trance, wherein the outside
world fades from his notice as the vision transfixes
him. The Cipher is unable to take any other action
while experiencing a Prophecy.

Base Effect
Potency: Helpful vision of things to come within
1 Day
Targets/Area: 1 Situation
Duration: 10 Minutes
Range: Self
Scales
Potency: +1 Day
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Remote Viewing
Prerequisite: Spatial Awareness
Remote Viewing allows the Cipher to ignore
distance and observe events happening at a far
away destination. These events are happening in
real-time, the same now that the Clairvoyant is
experiencing.
Base Effect
Potency: +1 Potency vs Veil
Targets/Area: 1 Location
Duration: 6 Round
Range: Sympathetic
Scales
Potency: +1 Potency vs Veil
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Psychokinesis
Psychokinesis has a variety of flavors, but
each Talent in the Form shares the trait of being
able to affect the physical world around them with
their mind.
Psychokinetic Talents are broken down by
type: Cyberkinesis, Cryokinesis, Pyrokinesis, and

Chapter Two: Character

Telekinesis, but a Cipher with Psychokinesis as


his Primary Form can learn any Talents within
Psychokinesis with equal ease regardless of the
type.
A note on Telekinesis: Physics tells us that
every action has an equal and opposite reaction.
Telekinetic Talents appear to operate outside the
realm of Physics, as the usage of TK abilities does
not evoke such a reaction.
Thus, a Cipher pushing hundreds of pounds
of weight with Gross Manipulation is not flung
backwards by the opposing force.
PAULI EFFECT
The Pauli Effect varies within the Form of
Psychokinesis. So much so, researchers of the
Cipher Project long ago sub-divided the Form
into four discrete Schools. Only their individual
Pauli Effects and a unifying concept separate
schools from each other. Ciphers that are stronger
in Psychokinesis do not show a predilection for a
particular school.

Cryokinesis Pauli Effect:


Talents that deal with heat loss are termed
Cryokinesis, and the evidence of high-powered
Cryokinetic Talents ranges from a slight chill in
the room to hoarfrost collecting on inanimate
surfaces to the sudden freezing of small amounts
of water.
Pauli Effects

(Radius is in yards equal to EF strength of


Talent activation)
6EF: (6 yards) Temperature drops by 10 degrees
(F); enough to be noticeable, but no ill effects.
7EF: (7 yards) Considerable drop in
temperature (20 degrees F). Cipher activating
the Cryokinetic Talent can now see his own
breath.
8EF: (8 yards) A light dusting of frost covers the
Cipher as the temperature drops by 30 degrees
F.
9EF: (9 yards) Thick hoarfrost covers objects
within range. Standing water freezes.
10EF: (10 yards) Some objects in range are
subject to a loss of Durability (-1) as if targeted
with Brittle.
11+EF: (yards equal to strength of Talent
activation) Additional loss of Durability. (+1
per EF spent past 10)
Cyberkinesis Pauli Effect:
When a Cyberkinetic Cipher uses one of his
Talents at a high EF Ranking, nearby electronic
devices begin performing their functions, albeit
in an increasingly chaotic fashion. Unlike the
Telepathic Pauli Effect, which has a tendency to
break electronic devices, the Cyberkinetic bleedoff does not disable or damage the devices being
affected.
A nearby computer may begin running search
strings on any of a billion random subjects. An
digital music player may begin shuffling through
the songs loaded onto it. A cellphone is likely to
start dialing the numbers stored in the address
book. As the strength of the Talent activation
increases, so does the chaotic nature of the Effect
until printers are spitting out copies of the random
webpages shown on the connected computer
and every cellphone in the area is ringing at full
volume.
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)

Chapter Two: Character

63

64

6EF: (6 yards) Slight abnormalities in electronic


devices. Radios change channels, cellphones
may switch to speakerphone.
7EF: (7 yards) Temporary outages in electronic
devices other than those being targeted by the
Talent. Lost cell signals, brief loss of Internet
connectivity, etc.
8EF: (8 yards) Electronic devices not affected
by the Talent spontaneously turn on and off
repeatedly.
9EF: (9 yards) Inactive electronic devices within
the effective range begin to perform their
function. Cellphones ring, security systems
may activate, etc.
10EF: (10 yards) Electronic devices aside from
the targeted device(s) begin to operate at
breakneck speed. TVs change channels at a
rapid pace; computers begin accessing various
applications within a computer or network.
11+EF: (yards equal to strength of Talent
activation) Same as 10EF, but with an
increased range.
Telekinesis Pauli Effect:
When a Telekinetic dumps a large amount of
EF into the usage of a TK Talent, the Effect can
be dramatic. At an activation strength of 6EF, any
object not firmly fixed in place begins to shake ever
so slightly. Silverware clanks together if laid close,
loose glass will rattle in the pane, an unbalanced
chair may tap and clunk on a hardwood floor. At
the further end of the spectrum, objects uproot and
begin flying around the room. A tornado of objects
may begin hurtling at random through the affected
area.
This may seem to be a very useful secondary
effect, but keep in mind all people save the
character activating the Pauli Effect at this level
can be affected if the GM desires to use this as
more than a dramatic element. In addition, while a
hail of inanimate objects may make it difficult for
your opponents to target you, your teammates are
also in the line of fire of that toaster zipping along
at 30MPH.

Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Small objects begin to twitch and
shake.
7EF: (7 yards) Any object weighing less than 5
lbs lifts a few inches into the air and hovers.
8EF: (8 yards) Objects less than 5 lbs begin
moving slowly about the area, while larger
objects (5-20lbs) begin to shake and lift a few
inches into the air.
9EF: (9 yards) Objects less than 20lbs begin to
move around the room more rapidly, while
things less than 100lbs rise and hover.
10EF: (10 yards) At this level of EF expenditure,
anything inanimate and not nailed down floats
a few inches into the air, while anything less
than 20lbs is virtually zipping around the area.
11+EF: (yards equal to strength of Talent
activation) Same as 10EF, but greater range.
Pyrokinesis Pauli Effect:
Pyrokinetic Talents are those that involve the
manipulation of fire and heat. The evidence that
a Pyrokinetic Talent is being used at a high EF
rating ranges from an increase in temperature in
the immediate area (less dramatically than at the
lower levels of the Talent, Increase Temperature),
to the spontaneous ignition of flammable material
around the person using Pyrokinetic Talents.
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Temperature increases by (10
degrees F), enough to be noticeable, but no ill
effects.
7EF: (7 yards) Considerable rise in temperature
(20 degrees F). The Cipher activating the
Pyrokinetic Talent begins to sweat profusely.
8EF: (8 yards) Temperature increases by (30
degrees F). Objects in the immediate area are
now hot to the touch.

Chapter Two: Character

9EF: (9 yards) Anything that burns easily


(paper, sawdust, etc) spontaneously ignites.
Immediate area is very uncomfortable.
10EF: (10 yards) At an activation strength of
10EF, wood catches fire, plastic begins to
melt, and flammable objects may explode.
11+EF: (yards equal to strength of Talent
activation) Same as 10EF, but greater range.

Threshold Psychokinesis Talents


Cyberkinesis
Access Data
This Talent allows a Cipher to pull data from
any electronic device with storage media. This
is most useful with sounds, images, videos, and
documents, but a Cipher with a high Focus in
computers may be able to understand the code
behind an application as well.
Base Effect
Potency: 1 piece of data. (1 Fact, song, video,
etc)
Targets/Area: 1 Device
Duration: 6 Rounds
Range: Touch
Scales
Potency: +1 piece of data. (1 Fact, song,
video, etc)
Targets/Area: +1 Device
Duration: + 6 Rounds
Range: LOS/Sympathetic
Dominance Test: Yes
Roll: Basic

Cryokinesis
Drop Temperature
This Talent allows the Cipher to lower the
ambient temperature of an area. While it can be
used to great effect as a distraction, it does not
lower the temperature enough to do damage aside

from what one would normally encounter upon


being in a cold environment for an extended
period.
Mechanically, once the temperature drops
below 32 degrees Fahrenheit, the GM may
adjudicate a concentration modifier of -1 to -3 for
those affected by the cold.
Base Effect
Potency: -10 degrees F
Targets/Area: 10-yard Radius
Duration: 6 Rounds
Range: LOS
Scales
Potency: -10 degrees F
Targets/Area: +10 yard Radius
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Basic

Telekinesis
65

Fine Manipulation
Fine Manipulation is the Talent that gives a
Cipher the ability to use their Skills and Focuses
at a distance.
While Fine Manipulation does not have nearly
the power as Gross Manipulation, it can often be
more useful as it gives the user an invisible set of
hands they can use at range.
Fine Manipulation can, among many other
things, pull the trigger on a handgun, cook a meal,
or even play an instrument.
Successful activation of Fine Manipulation
allows a Cipher to use any (Skill+Focus)
combination they possess at a Range of Line-ofSight.
When making a Skill Roll using Fine
Manipulation, substitute the Ciphers Potential for
the appropriate Attribute normally used under the
circumstances.
If you are controlling more than a single item
at a time outside of combat, the Mark suffers an

Chapter Two: Character

138:23

additional 1 penalty for each item controlled at


the time including the original item.
Regardless of the number of items manipulated,
any Skill Roll using Fine Manipulation is a single
Complex Action, albeit with multiple Marks and
rolls.
MULTIPLE WEAPONS IN COMBAT
Firearms follow the standard rules. If you fire
two pistols using Fine Manipulation, the standard
+2Damage/-2Accuracy modifier applies to the
Mark. Since with this Talent, the option of handling
more than two firearms is possible, simply apply
the +2/-2 modifier for each additional firearm
fired at the same time. This penalty replaces the

When using Fine Manipulation, additional


damage for throwing objects or using melee
weapons is determined using Potential as the base
instead of strength.
Thus, a Cipher with a Potential of 5 would add
an additional +2 to damage, while a Cipher with a
Potential of 4 would add +1.
Base Effect
Potency: 5 lbs + Skill Roll
Targets/Area: 1 Object
Duration: 1 Round
Range: LOS
Scales
Potency: +5 lbs
Targets/Area: +1 Object
Duration: 1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Reaction)

Pyrokinesis
66

Increase Temperature

standard multiple item penalty.


Hurling random objects with Fine
Manipulation is an old standby of Ciphers. Base
the damage on the item with the highest damage
(determined by taking the objects Durability and
dividing by 2).
If hurling multiple items (or a single item
heavier than 5lbs), a +1Damage/-1Accuracy
modifier is applied to the Mark for every 5lbs
being thrown, including the original 5lbs.
Melee weapons used with Fine Manipulation
incur the standard penalty of 1 for each melee
weapon if more than one used at once.

This Talent allows the Cipher to increase the


ambient temperature of an area. Not significant
enough to ignite paper or boil water, Increase
Temperature is more than enough to make an area
decidedly uncomfortable.
Mechanically, once the temperature rises
above 100 degrees Fahrenheit, the GM may
adjudicate a concentration modifier of -1 to -3 for
those affected by the heat.
Base Effect
Potency: +10 degrees F
Targets/Area: 10 yard Radius
Duration: 6 Rounds
Range: LOS
Scales
Potency: +10 degrees F
Targets/Area: +10 yard Radius
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes

Chapter Two: Character

Roll: Basic

Meridian Psychokinesis Talents


Cyberkinesis
Break/Repair Machine
Prerequisite: Access Data
This Talent allows a Cyberkinetic to fix or
disable electronic devices at a distance simply by
force of will.
Base Effect
Potency: Break or Completely Repair an
object
Targets/Area: 1 Object
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Object
Duration: Instant
Range: LOS
Dominance Test: No
Roll: Basic

Pyrokinesis
Control Fire
Prerequisite: Increase Temperature
While Ciphers are unable to hurl fireballs
like a sorcerer out of a sword and sorcery novel,
Control Fire is the next best thing.
As long as the Pyrokinetic has an open flame
to work with, they cannot only increase the size
and intensity of the fire, they can move it about at
will.
More artistically inclined Ciphers have used
this Talent to create amazing fire-art, while others
have mastered the skill of moving fire from its
point of origin to their target.
Base Effect

Potency: +1/-1 to either Size or Intensity of


Flame OR Move Flame within LOS
Targets/Area: 1 Flame
Duration: 1 Round
Range: LOS
Scales
Potency: +1/-1 to either Size or Intensity of
Flame OR Move Flame to additional locations
within LOS
Targets/Area: +1 Flame
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Reaction)

Pyrokinesis
Fire Shield
Prerequisite: Increase Temperature
A Psychokinetic with a knack for fire can
develop the Talent of Fire Shield. A corona of
flames engulfs the target of the shield surrounding
and protecting them from physical harm without
burning them.
When activating Fire Shield, the target of the
Talent is immune from heat or fire effects and
damage equal to the Potency of the Shield.
Base Effect
Potency: +1 armor
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS
Scales
Potency: +1 Armor
Targets/Area: +1 Target
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic

Chapter Two: Character

67

Telekinesis
Gross Manipulation

68

Prerequisite: Fine Manipulation


This Talent lacks the finesse of Fine
Manipulation, but the increase in power is
tremendous.
Gross Manipulation affects inorganic matter
buy exerting force upon it from a single direction.
Activation of Gross Manipulation can lift, push,
pull, and throw objects.
Actions such as turning a doorknob,
firing a gun, or typing are too complicated for
Gross Manipulation and more suited to Fine
Manipulation.
A Cipher cannot use Gross Manipulation
against living tissue, or use it as any form of attack.
Gross Manipulation is only capable of lifting and
moving heavy objects.
A limitation Gross Manipulation suffers is that
of being able to manipulate only a single object a
time.
The definition of a single object is somewhat
vague as Ciphers seem to be able to effect things
with many parts with ease (such as a drum kit or
a set of lockpicks), but cannot so the same, for
example, with two baseballs or a pair of guns.
The difference seems to be that the human
mind tends to see some things as a collective
singular and others as discretely separate.
The GM, using common sense, should
adjudicate what constitutes a single object. A
Cipher using Gross Manipulation cannot move
three motorcycles at once, but he can move a
container large enough to hold all three bikes
since the Cipher is affecting the single container
and not the bikes themselves.
Base Effect
Potency: 25lbs
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS

Scales
Potency: x2lbs
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Reaction)

Cryokinesis
Fogbank
Prerequisite: Drop Temperature
As the temperature lowers, ambient moisture
in the air condenses, causing fog to appear. With
this Meridian Talent, a Cryokinetic can generate
a fog to obscure the vision of observers and cloak
their activities.
Base Effect
Potency:
-1
to
Perception
Marks
(Wits+Investigation+Focus)
Targets/Area: 10 yard Radius
Duration: 6 Rounds
Range: LOS
Scales
Potency: -1 to Perception Marks
Targets/Area: +10 yard Radius
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Basic

Cryokinesis
Sculpt Ice
Prerequisite: Drop Temperature
Sculpt Ice is one of the most versatile tools in
a Psychokinetics arsenal.
Using Sculpt Ice, a Cipher can create nearly
any simple physical object from ambient moisture.
Should a Cryokinetic need a weapon or a particular
tool, Sculpt Ice can be invaluable.

Chapter Two: Character

Telekinesis
TK Shield
Prerequisite: Fine Manipulation
This Talent gives a tremendous amount of
protection from physical threats by soaking up
damage.
TK Shield is non-ablative. The effectiveness
of the Shield does not reduce with each successful
attack.
Base Effect
Potency: +1 Armor
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS
Scales
Potency: +1 Armor
Targets/Area: +1 Target
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic

Cyberkinesis
Use Machine
Base Effect
Potency: 1lb of ice
Targets/Area: 1 Item
Duration: 6 Rounds
Range: Touch
Scales
Potency: +1lb of ice
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic

Prerequisite: Access Data


Cyberkinetic Ciphers with this Talent may
intuitively use any electronic device, even at
a distance, as long as they are using it for its
intended purpose.
Base Effect
Potency: No Skill Roll necessary to use
Device
Targets/Area: 1 Device
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Device
Duration: +1 Round
Range: LOS/Sympathetic
Chapter Two: Character

69

Dominance Test: Yes


Roll: Basic

Apex Psychokinesis Talents


Cyberkinesis
Alter Machine

70

Prerequisite: Break/Repair Machine OR Use


Machine
Alter Programming allows a Cipher to adjust
an electronic device to work in a fashion contrary
to its original design.
As an example, a Cyberkinetic could
temporarily alter an AM/FM radio to broadcast as
well as receive, or allow infrared pictures to be
taken with a standard camera.
A device may be altered to perform a function
it was not originally designed for as long as the
basic function remains the same.
Example: A Cipher may Alter a remote control
to operate anything that can receive a remote
signal, but cannot turn it into a walkie-talkie.
Base Effect
Potency: 1 Alteration
Targets/Area: 1 Device
Duration: Instant
Range: Touch
Scales
Potency: +1 Alteration
Targets/Area: +1 Device
Duration: Instant
Range: LOS/Sympathetic
Dominance Test: Yes
Roll: Basic

Cryokinesis
Brittle
Prerequisite: Fogbank OR Sculpt Ice
Deep cold can make objects fragile. With a
touch, a Cryokinetic can drop the temperature of

inanimate matter to the point where a person of


average strength can break it with little effort.
Like Ignite, Brittle does not directly affect
living things.
Base Effect
Potency: -1 Durability
Targets/Area: 1 square Foot of material
Duration: Instant
Range: Touch
Scales
Potency: -1 Durability
Targets/Area: +1 square Foot of material
Duration: Instant
Range: LOS
Dominance Test: Yes
Roll: Basic

Pyrokinesis
Ignite
Prerequisite: Control Fire OR Fire Shield
Ignite allows a Cipher to set flammable
material alight at a distance. For some reason,
yet undetermined by researchers, Ignite does not
affect living matter. While it can very well be
used to set a hamburger patty or a corpse on fire, a
breathing cow or human is not affected.
Base Effect
Potency: Spontaneous creation of (0x1) or (1x0)
Flame
Targets/Area: 1 non-living Target
Duration: Instant
Range: LOS
Scales
Potency: +1 Size or Intensity
Targets/Area: +1 non-living Target
Duration: Instant
Range: N/A
Dominance Test: Yes
Roll: Basic

Chapter Two: Character

Telekinesis
TK Strike
Prerequisite: Gross Manipulation OR TK
Shield
TK Strike delivers an invisible blow of mental
force at a target that can cause damage ranging
from a mild slap to a bone-crushing blow.
This Psychokinetic Talent is a shaping of air
into a concussive force. As such, it indirectly
allows damaging of organic tissue.
Base Effect
Potency: 1 Stun Damage
Targets/Area: 1 Target
Duration: Instant
Range: LOS
Scales
Potency: +1 Stun Damage
Targets/Area: +1 Target
Duration: Instant
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Targets Reaction)

Telepathy

6EF: (6 yards) Mild static in the immediate


area of the Cipher. Basic static cling and the
Ciphers hair may stand up eve so slightly.
7EF: (7 yards) At this level of activation, the
Pauli Effect begins to become more obvious.
Small bursts of electricity arc between the
Ciphers fingertips as they activate the Talent.
8EF: (8 yards) Simple electric appliances
(radios, televisions, battery-powered watches)
begin to act oddly turning themselves on and
off repeatedly.
9EF: (9 yards) At this level of Talent activation,
devices that use electricity begin to short out.
Lightbulbs pop, TV screens go black and
other devices pop, crackle, and smoke as they
are fried.
10EF: (10 yards) There is no mistaking this level
of the Pauli Effect. Large arcs of electricity
begin whipping from device to device with
the Cipher in the center of the static-electric
storm.
11+EF: (yards equal to strength of Talent
activation) Same effect as 10EF, but the Range
increases.

Threshold Telepathy Talents

Telepathic Talents are abilities that directly


affect the thoughts, memories, or consciousness
of a chosen target.
Telepathy Pauli Effect
The Pauli Effect for Telepathy is the odd man
out amongst the Forms. Where the other Talents
generate an effect in keeping with the flavor of
the Talent being used, Telepathic Talents create
an increasing electro-static discharge as a Cipher
pumps more and more Ectenic Force into the
Talent.
This has befuddled researchers since the onset
of the first Cipher Abilities.
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)

Blend
This Talent allows a Cipher to pass unnoticed.
It is not invisibility, nor is it a disguising of features
such as Mask. Rather, Blend is more a projection
of a field of You dont see me.
Since this is a Telepathic Talent, cameras and
electronic surveillance devices are not fooled by
its use.
Base Effect
Potency: -3 to Notice checks unless the user
attacks, at which point the effect fades.
Targets/Area: 1 Target Duration: 6 Rounds
Range: All within LOS
Scales
Potency: N/A
Targets/Area: +1 Target

Chapter Two: Character

71

Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance) If
there are multiple potential observers, use the
Highest Mental Resistance present.
Communicate

72

Communicate is the classic Telepathic Talent.


Upon activation, a Cipher using this Talent
may mentally transmit and receive intentional
communications with another individual.
Base Effect
Potency: Allows mental communication
between two or more individuals
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic
Ping
Ping is a basic Telepathic Talent, and one of
the most useful. Ping allows a Cipher to detect
Ectenic Force. The name of this Talent comes
from the fact that its usage can also alert any other
Cipher using this Talent. It is more akin to active
sonar than passive detection.
Base Effect
Potency: Detect presence of Ectenic Force
Targets/Area: 10 yard Radius
Duration: Instant
Range: LOS
Scales
Potency: N/A
Targets/Area: +10 yard Radius
Duration: Instant
Range: N/A

Dominance Test: No
Roll: Basic
Sense Emotion
Sense Emotion allows the Cipher to get an
emotional reading on a subject simply by being in
their presence.
Base Effect
Potency: Accurate reading of subjects emotional
state.
Targets/Area: 1 Target
Duration: 6 Rounds
Range: LOS
Scales
Potency: N/A
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
Surface Scan
Using Surface Scan, a Telepath can read the
thoughts in the forefront of their targets mind. It
does not allow the Cipher to dig any deeper than
whatever their target happens to be thinking about
at the time the Talent is used.
Base Effect
Potency: Read surface thoughts of subject
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)

Chapter Two: Character

Meridian Telepathy Talents


Alter Perception
Prerequisite: Blend
Ciphers use this Talent to perform illusions
of one or more senses. Alter Perception can make
someone smell smoke, hear birds singing, feel
heat, taste chocolate, or see rainbows.
While the target will respond to any illusion as
if it were real, no actual damage occurs.
Base Effect
Potency: 1 sense affected by the illusion
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Touch
Scales
Potency: +1 Sense affected by the illusion
Targets/Area: +1 Target
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Borrow/Teach Skill
Prerequisite: Surface Scan
This Talent is the counterpart to the Biokinetic
Talent of Mimic.
Whereas Mimic allows a Cipher to borrow skills
and use them without necessarily understanding
how they work, Borrow/Teach Skill allows a
Cipher to reach into another persons mind and
temporarily use the academic understanding of
any skill focus.
Conversely, a Cipher may loan his
understanding to another person.
*Focuses enhanced using this Talent may only
couple with Mental Attributes for skill checks.
Base Effect
Potency: +1 to any non-Physical Skill
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Touch

Scales
Potency: +1 to any non-Physical Skill
Targets/Area: N/A
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Deep Scan
Prerequisite: Surface Scan
While Surface Scan can detect the current
thoughts of the subject, a Deep Scan can locate
those little bits of information that the subject
doesnt have on their mind at the time.
Deep Scan can uncover any Aberrations the
subject may have, and reveal the past influence of
another Telepath as in the case of Bodyjacking or
Twitch.
Deep Scan takes a full Round to perform after
any Dominance Test has been resolved.
Base Effect
Potency: 1 Fact
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: +1 Fact
Targets/Area: N/A
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Induce Emotion
Prerequisite: Sense Emotion
Induce Emotion allows the Cipher to inject a
single emotion upon their target.
At the GMs discretion, this Talent can give a
positive modifier to the Mark of a Skill Roll where
the persons emotional state comes into play.
Base Effect
Potency: 1 Emotion
Targets/Area: 1 Target

Chapter Two: Character

73

Duration: 6 Rounds
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +1 6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Mask

74

Prerequisite: Blend
Mask allows a Cipher to pass himself off as
someone else. The activation of Mask projects a
different likeness upon the users features.
As this is a Telepathic Talent, cameras and
electronic surveillance devices are not fooled by
the use of this Talent.
Base Effect
Potency: Target now appears as the person
envisioned by the Cipher activating this Talent.
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance) If
there are multiple potential observers, use the
Highest Mental Resistance present.
Telepathic Shield
Prerequisite: Communicate
When activating Telepathic Shield, increase
the target's Mental Resistance by a factor equal to
the Potency of the Shield.
Base Effect
Potency: +1 Mental Resistance
Targets/Area: 1 Target
Duration: 1 Round

Range: Touch
Scales
Potency: +1 Mental Resistance
Targets/Area: +1 Target
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Basic
Trigger
Prerequisite: Communicate
Trigger allows you to place a post-hypnotic
suggestion into someones mind that certain preset conditions will activate.
As with Twitch,
you may not
make
the
subject
perform
a n y
action
t h e y
would
b
e
strongly
opposed to
taking under
n o r m a l
circumstances.
You must be able to communicate the action as
well as the trigger to the subject in some manner,
be it verbally or with Communicate.
Base Effect
Potency: 1 Command
Targets/Area: 1 Target
Duration: Until defused
Range: Touch
Scales
Potency: 1 Command
Targets/Area: +1 Target
Duration: N/A
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)

Chapter Two: Character

Twitch
Prerequisite: Communicate
Twitch allows you to take momentary control
of your targets mind, just enough to make them
perform one action that is within their ability.
Twitch does not allow you to force them to
do something they are strongly opposed to doing.
For instance, you may not force your target to
kill themselves unless there are already suicidal
tendencies present.
Base Effect
Potency: 1 Command
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: N/A
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)

Apex Telepathy Talents


Alter Memories
Prerequisite: Trigger
One of the most feared Talents, Alter Memories
allows a Cipher to erase, add, or swap memories
in a target.
While the alterations do indeed last for
a considerable amount of time, the original
memories will eventually return unless the Cipher
takes measures to make them permanent.
To Program someone to make a memory
change permanent, a Telepath must successfully
use this Talent with the exact same alterations a
number of times equal to the targets Willpower
Rating and spend an additional 5 EF at the time of
the final activation.
Base Effect
Potency: 1 Specific Memory

Targets/Area: 1 Target
Duration: 1 Hour
Range: Touch
Scales
Potency: +1 Specific Memory
Targets/Area: N/A
Duration: +1 Hour (5 EF for Permanent)
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Bodyjacking
Prerequisite: Twitch
Bodyjacking allows a Cipher to control a
persons body by inserting their own consciousness
into the targets mind.
The target is fully aware of everything that is
happening, but is simply unable to do anything
about it.
Most Telepaths choose to use Alter Memories
once they are finished using this Talent.
Bodyjacking is one of the more useful Talents
at a Telepaths disposal, but there is one significant
limitation.
Since a non-Ciphers brain does not generate
Ectenic Force, the Cipher riding another persons
mind is unable to use any of their own Talents
while doing so unless the Ciphers host is also a
Cipher. If the Telepath finds himself in control of
another Ciphers mind, he may utilize their hosts
EF Pool as their own to fuel their Talents.
The Bodyjacker only has access to his own
Talents while riding another Cipher.
Of course, a Cipher with Telepathic Talents
is not likely to allow that to happen without a
fight. In most cases, the target will expend all of
his Ectenic Force in a Dominance Test before the
invading Cipher gains access.
In addition, any damage the host body incurs
while being bodyjacked is felt in the jackers
body as well. Any damage, either Stun or Health,
transfers to the invader as Stun damage.

Chapter Two: Character

75

Should the host body die while the bodyjacker


is in residence, the jacker is immediately evicted
Base Effect
Potency: Transplant the Ciphers mind into
a target's mind, taking complete control of
the individual. The Ciphers own body is
unconscious for the duration.
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Touch
Scales
Potency: N/A
Targets/Area: N/A
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Induce Aberration

76

Prerequisite: Induce Emotion


This is one of the nastier Talents in the
Telepathic Form. Induce Aberration allows a
Cipher to inflict a mental instability upon a target.
A strong enough Cipher can insert anything from
arachnophobia to crippling depression into a
persons mind for a limited period.
(Aberrations induced by this Talent follow all
the normal rules for handling Aberrations.)
Base Effect
Potency: Induce or augment an Aberration
by 1
Targets/Area: 1 Target
Duration: 1 Hour
Range: Touch
Scales
Potency: +1 to Aberration rating (Max of 3
total)
Targets/Area: N/A
Duration: +1 Hour
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)

Psychic Surgery
Prerequisite: Deep Scan
A Cipher can have his mind damaged in a
number of ways. Aberrations are common amongst
those with Talents, and certain Telepathic abilities
can alter the mind negatively.
Psychic Surgery allows a Cipher to enter
another persons mind mending breaks and
removing unwanted alterations.
Successful activation of Psychic Surgery
removes Ranks of one Aberration equal to the
Potency of the Talent activation. The subjects
Source Rating is lowered by 1 (to a minimum of
1).
In the case of a Critical, remove the Aberration
and no loss of Potential occurs.
In the case of a Fumble, the Aberration is
unaffected as is the subjects Rating, but the
Cipher performing the Psychic Surgery acquires 1
Rank in the same Aberration they were attempting
to mend.
Psychic Surgery takes 1 hour to perform per
activation.
Base Effect
Potency: Subtract 1 Rank from a chosen
Aberration
Targets/Area: 1 Target
Duration: Permanent
Range: Touch
Scales
Potency: -1 Rank from the chosen Aberration
Targets/Area: N/A
Duration: Permanent
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Mental Resistance)
Static
Prerequisite: Alter Perception
Filling someones head with Static makes
it extraordinarily difficult to think clearly. All

Chapter Two: Character

actions taken by the subject are at a negative equal


to the Potency of the activation.
Base Effect
Potency: -3 to all actions
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)

Refinements
As a Cipher grows in power and experience,
his abilities broaden and in some cases become
more efficient.
In addition to adding more Talents to his
repertoire, or becoming more skilled in using his
pre-existing Forms and Talents, Refinements are
available to reflect this growing competency and
developed potential.
For each Potential Rating of 6 and higher, a
Cipher has the option of choosing a Refinement.
You may select only one Refinement for each
Rating of 6-10, for a total of 5 Refinements upon
reaching a Potential of 10.
Aside from Dual Primary, a Cipher may take a
particular Refinement multiple times, even for the
same Talent.

Dual Primary
The Cipher selects a second Form for which
they have developed an aptitude. This second
Primary acts in every way like their first, with all
of the bonuses inherent to a Primary Form.
However, this versatility comes at a steep
price. The character must choose one of the
remaining two Secondary and that Form is no
longer available to them in any capacity.

Any points spent on Ranks in the dropped


Form or any Talents within that Form are lost.
They are not redistributed, so plan wisely.
Example: Stefan, a Psychokinetic Primary,
attains Potential Rating 6 and sees all of the cool
stuff that Clairvoyance allows. He decides to
take Dual Primary for his first Refinement with
Clairvoyance as his new Primary.
He now has the free Base Effect for every
Clairvoyant Talent in which he has a Rank.
Additionally, his Clairvoyant Talents are no
longer restricted to 5 Ranks, and he can work
them up to 10 should he choose.
Stefan already has Talents in both Biokinetics
and Telepathy. Therefore, he is going to have to
take a hit somewhere.
Since he the only Telepathic Talent he
possesses is Communicate, he opts to lose access
to Telepathy instead of Biokinesis.
He loses the few Ranks he had in Communicate,
as well as the 2 Ranks in the Telepathy Form, and
he can no longer develop Telepathic Talents.

Affinity
Affinity affects the Scales of a Ciphers
Talents.
An Affinity Refinement increases the EF cap
for one Talent.
Whereas a Potential of Rank 6 is normally
restricted to boosting the Scales on any Talent
by 6 EF, the chosen Talent now has a cap of 7.
Coupled with the free Base Effect in a Primary
Form, this can become quite effective.
If taken multiple times for the same Talent,
this can become awe-inspiring. For a Talent that
falls within your Primary, this can allow Potency,
Targets, or Duration to skyrocket to an expenditure
of 16 EF instead of the normal ceiling of 10 that
is the normal cap for Ciphers with the highest
known Potential.
Someone with a Talent of this magnitude
needs to tread with caution, for the Pauli effect

Chapter Two: Character

77

ramps up accordingly, and the EF still has to come


from somewhere.

Knack
Knacks are Refinements that apply to Talents
outside your Primary Form. When you choose a
Knack Refinement, you now get the Base Effect
of the selected Talent at no cost in Ectenic Force
as if it were within your Primary Form.
A Cipher may only take Knack once per Talent.
The Knack cannot be within your Primary Form.

Equipment And Money

78

In Cipher, there is no need to keep track of


money, or a detailed list of your gear.
It is presumed that Cipher characters have a
reasonable amount of cash appropriate to their
current situation. In most instances, since Ciphers
are constantly on the move, this means that a
character generally has enough money on them
for a cheeseburger and maybe a pack of smokes.
If you decide that you want a certain big-ticket
item, you are going to have to work for it. Maybe
this means getting a temporary cash-only job
somewhere, or robbing someone at an ATM. You
may decide to get straight to the point and just
steal the item itself if you need it badly enough.
As far as gear goes, presume a character has
the basics: a couple sets of clothes, a simple
weapon, or two (no AK-47s to start with, please),
and maybe a pay-as-you-go cellphone. If you are
playing a Cipher that is not currently on the run,
talk it over with your GM to see what the two of
you can decide on for starting possessions.

Some Friendly Advice


Since the Shift, there has been a hell of a
lot more of us. The numbers Ive heard through
the grapevine, probably originating with some
egghead in DAEMON, is that theres now about
one us for every twenty-five thousand people in

the United States. Thats more than three hundred


in the Big Apple alone.
Of course, thats just on average. Youll find
many places that have never had a Cipher more
than pass through on his way to somewhere else.
The concentrations of us living at the DAEMON
Campuses certainly skew the numbers a bit.
Kansas City seems to be something of a hotspot.
By the math, there should only be about twenty
or so Ciphers, but I know at least that many
personally, and can name a dozen more that I have
just heard of. Maybe its the fact that the Good
Reverend trucks his shiny white coat through here
on a regular basis. It could also be the barbecue.
All I know is that its very active around here.
DAEMON has one of their big field offices down
on the Plaza, Slate Corp. has an office twenty
miles west of KC out near the Sprint building, and
we hear stories of Bogeymen and Harrowers at
least twice a month.
Dont get me wrong. Its not all doom and
gloom. Cabot has half a dozen soup kitchens and
a Buddhist temple, all sporting the Boundless
Faith Ministries sticker in their window and Platte
has a squad of grunts moving from safehouse
to safehouse throughout the city. All that, and I
havent even had a chance to mention the mixed
Cells, and thats where the real strength in the
Rogue Ciphers lies.
If it werent for those of us on the ground
level, nothing would get done. Without us, thered
be a hundred chefs bitching at each other in a
kitchen that was burning down around their egos.
Oriflamme wouldnt be anything more than a
group of gun-toting survivalists, Bonnet Island
would be little more than an isolated home for
arrogant bastards, and Jim Dancers peoplewell,
lets just say the less said about them the better.
Im not trying to make us out to be messiahs
or anything, but were the ones gathering the
information, pulling in the newbies, and generally
putting our asses on the line for The Cause,
whichever one we happen to believe in. Its rough

Chapter Two: Character

out here, keeping low from DAEMON, fending


off Chimerae, and generally trying to live life as
fugitives. As a famous space captain once put it,
So, heres us, on the raggedy edge.
Unless you have what Platte sees as the Right
Stuff, or you plan on finding a Golden Ticket to
Bonnet Island, youre going to have to learn how
to make it out here in the wilds of America with a
target on your back.

Cells
First things first, youre not likely to make it
very long going it alone. I dont care if you have
enough juice to lift cars, or you can bodyjack with
the best of them, you wont last more than a few
months if you dont have someone to watch your
back.
Find some other Ciphers and hook up with
them. It doesnt matter if you dont like each
other, and it matters even less if one of you is a
Partisan and the others a Monitor. Its a matter
of survival, not a singles bar. You have to sleep
sometime, and the last thing you want is to wake
up in a DAEMON field office. Or dead.
Being in a Cell has a lot of things going for it.
Odds are good that a number of Ciphers you run
across are going to have different Talents than you,
and your ability to light shit on fire isnt going to
make that cop look the other way when your face
is plastered on the wall of the Post Office.
Being from different Doctrines can actually
be helpful. Ive seen Cells that were made up of
all Partisans, or Harbingers, or whatever. It never
ends well. You see, weve all had our lives turned
upside down, and the Doctrines give us something
to put some faith and hope into, just like religions.
What happens when you get a handful of likeminded zealots in the same room? Nothing good,
Ill tell you that. Three or four Monitors without
a voice of dissent will eventually get it into their
head to move up to DC and change things.
You remember that failed domestic terrorist
attack in San Diego last year? That was a Harbinger

Cell. DAEMON covered that one real well, didnt


they?
Dont get me wrong. Doctrines are mostly a
good thing for us. They give us that faith and hope
I mentioned earlier, it just needs to be tempered by
a different view from time to time.

Life On The Run


I suppose the first question I should answer is
Why go on the run in the first place?
The answer is real simple. You dont have a
choice if you want to keep from being a lab-rat
for some DAEMON jagoff in a labcoat.. Its not a
matter of if theyll find you. Its a matter of when.
One day youll be doing the dishes, mowing the
lawn, or sitting in your cubicle and the men in the
dark suits will show up flashing badges.
Why? You ask. I havent done anything
wrong. It doesnt matter. You have Talents.

79

You are a Cipher. Thats all that DAEMON is


concerned with. If youre not bagged and tagged,
youre a threat to national security. Of course,
you could always join up and get the haircut and
sunglasses if youre comfortable with hunting
down other Ciphers and dragging them off to a
field office.
DAEMON has a number of ways of finding
us. About half of the agents they send after us are
Ciphers themselves with the ability to Ping us
out or look ahead to see where were going to be.
They also have Flash Gordon looking gadgets that

Chapter Two: Character

197:81

can simulate our Talents. This stuff, called Tesla


Tech, is for the non-Cipher agents. Dont forget
that aside from the Talents and toys, they are the
government. More than a few of us have seen their
faces wanted posters.
Once you make the decision to do the smart
thing and get the hell out of Dodge, the next
decision you have to make is figuring out how
youre going to survive. You cant hold down a
job unless its short-term and paid in cash under
the table. You cant stay in one place for too long,
or you start stretching the odds, and theyll find
you.
Food, clothing, shelter: the basics need to be
your primary focus.
If youre lucky, youll be able to find a soup
kitchen, church, or shelter connected to Boundless
Faith. Reverend Cabot has a lot of friends that
arent Ciphers willing to give us a hand with a
hot meal or a place to crash for a couple of days.
80

Just dont abuse the generosity. If you hang out


for too long, youll not only run the risk of getting
snagged, but youre putting the people running
these places into danger. Youd think with the
amount of visibility the Reverend has, that
DAEMON would have carted him in years ago.
I cant say why that hasnt happened. All I know
is Im grateful he hasnt. My ass has been saved
countless times by the Boundless Faith network.
Be careful when you scout the Boundless Faith
Sanctuaries, though. I know of a few Ciphers that
have been grabbed by DAEMON agents staking
out a BFM location.
Other than the occasional helping hand from
Cabots folk, youre going to have to re-evaluate
your morals a bit. Its easy to use your Telepathy
to get your hands on an ATM card and the PIN.
The hard part is convincing yourself that you need
the cash more than the guy you took it from.
Some Ciphers have tried to go the bankrobbing route. I dont recommend it. Those places
have way too many cameras, and youll end up
with law enforcement up your ass quicker than
you can say John Dillinger.
Speaking of law enforcement, get it out of
your head that police officers are your friends.
That doesnt mean that cops are bad guys. Far
from it. Theyre just Serving and Protecting. What
it does mean is that if DAEMON gets wind of
your presence, theyre more likely to cook up a
false rap sheet on you before resorting to Talents
and Tesla Tech. In fact, presume theres already
a warrant or two out for your arrest and your
chances of staying free increase dramatically.
A lot of Ciphers in bigger cities get money
by plying their more mundane talents as street
performers. Can you juggle? Play an instrument?
Read tarot cards? Good. Thatll go a long way to
keep you from starving.
Even if you dont have anything like that to
offer, do your best to make friends with the street
people. They know where the cheapest cup of
coffee and sandwich is. You can get hints and

Chapter Two: Character

directions to safe places to grab a nights sleep


without getting rousted. Theyll also be the best
way to find the shelters and soup kitchens that
might lead you to a Boundless Faith Sanctuary.
Abandoned buildings, warehouses, and big
public parks; these are going to get real familiar,
but its not that bad once you get used to it. Despite
the general suck of not having a home, its kind of
liberating not to have to do the 9 to 5 or worry
about paying taxes.
Okay. Now that Ive scared the hell out of you,
let me say that there is a slim possibility you might
be able to make it living a normal life.
If you decide to take your chances, start by
finding yourself a job that has absolutely zero
exposure to the public. Find a deskjob somewhere,
or a gig moving boxes around a warehouse or
something. If all you do is show up, do your job,
and only see the same half-dozen faces every day,
youll stay out of the spotlight a lot longer.
Pay cash for everything. Cancel your credit
cards, or at least stop using them. Not too many
people use paper checks anymore, but if you do,
burn them. Anything that requires you to show
your ID is a bad thing.
You can even pay your bills in cash. Most
grocery stores or check-cashing places let you
toss down cash for your utilities instead of paying
online or writing a check.
You know that part of town thats cordoned off
on the weekends? The place that has all the bars?
That place is off limits for you now. That kind
of situation always has a ton of police hanging
around, and you never know if you already have
that warrant I mentioned.
Stay away from cops. Drive the speed limit.
Avoid the bad part of town. Find a way to get
your groceries and other errands done as far away
from cameras as you can manage.
All of this might let you have a white picket
fence and 2.5 kids, but I dont recommend you
even try. Its the worst kind of Roulette, and
Roulette strongly favors the House. DAEMON

isnt above using your wife and kids as leverage


to get to you.
What else do you need to know? Well, aside
from DAEMON, theres a few other things you
have to watch out for. Chimerae are at the top of
the list.
You see, there are these things, monsters if
you want to use that word. They stalk Ciphers
and try to suck the juice out of our heads. They
can take any form, and seem to be able to track us
down easier than DAEMON can most of the time.
Wanna know the worst part? They come from us,
from Ciphers.
If we Push our Talents too hard, we run the risk
of creating one of these things. I saw it happen a
couple of times. This sort of greenish goo starts
pouring out of your eyes and nose and mouth, and
theres nothing you can do to stop it. A few seconds
later, it starts moving around and taking shape.
These things can look like the Creature from the
Black Lagoon or the Spiders from Mars. Hell, I
even heard of one Chimera out West somewhere
that was the spitting image of Bela Lugosi.
It doesnt matter what they look like. They
all want one thing, your juice. And since youve
pretty much drained yourself by the time you
squirt one of these things out, they start taking
it out of you the hard way, by draining your life
energy, eventually killing you
The good part about Chimerae? Theyre not
that bright. Oh, theyre clever and have the instincts
of a world-class predator, but Chimerae seem
to be incapable of higher-functioning thought.
Theyre all hide, stalk, and pounce. Watch your
ass, and keep your Cell near you and you should
be fine. Be careful, though. Chimerae have a pack
mentality, and if they find each other, you could
find yourself facing a bunch of the critters at once.
Bogeymen. Ive only seen a couple, but Ive
heard a lot of rumors. The bastards creep me out
more than the creepy-crawly Chimerae. Bogeymen
aresomething else altogether. Theyre mostly

Chapter Two: Character

81

82

human looking and have the ability to think as


well as, if not better than, you and me.
The thing is they look like us. I dont mean
they Ping out as Ciphers (they do that too), but
they borrow the faces of Ciphers. This guy I knew
claimed to have run across a Bogeyman that was
the spitting image of a guy he knew from his
former Cell. The problem was that his friend had
been dead for over a year.
What do the Bogeymen do? What do they
want? There doesnt seem to be a consistent
answer. Sometimes they just show up and just sit
there and watch us. Other times, theyll walk right
up to you and start a conversation, asking fucked
up questions like What is your favorite food?
and Why do you wear clothes? There have been
more than a few stories of Bogeymen attacking
Ciphers without warning. Thats bad news. They
have Talents just like us, and most of them are
said to be pretty damned powerful. Stay away
from them is my advice.
How do you tell a Bogeyman from a Cipher?
It can be difficult, but the trick is that while they

are doppelgangers of Ciphers, theyre not carbon


copies. Theres always some little detail or nuance
they screw up. That guy across the diner who
Pings as a Cipher? His eyes are just a little too big
or he doesnt blink. Maybe his fingers are webbed,
or you catch a hint of a forked tongue when he
takes a sip of his coffee. It doesnt mean hes a
Bogeyman, but Id steer clear nonetheless.
Theres other stuff to keep your eyes open
for, but youll begin to figure most of it out on
your own, or some other Cipher will clue you in.
Harrowers, the Sealed, Eidolons. Some of them
are nothing more than rumors; some of them are
quite real.
Grab yourself a Cell, stay on the move, and be
real damn careful when you use your Talents. Do
all of that and you and I might run into each other
some time.
Try and fly solo or flaunt your Talents like a
superhero and Ill likely hear your story told as a
cautionary tale to other newly evidenced Ciphers.
Good luck.

Chapter Two: Character

Clear!

One, the little girl pulled her knees to her chest, then eased into immobility, an island of
calm beside a tornado of commotion. The hospital gown with its faded brown teddy bears gaped
in the back, exposing the bumps of her spine, the curve of her ribs.
Doctors shouted orders, nurses rushed to the cabinets by the wall, and another child foamed
at the mouth, his body racked even as the heart monitor flat lined, his eyes bleeding, his tongue
bit through. Then he was immobile, just for a moment, before the call went out again.
Clear!
Two, the girl leaned forward, wincing as her IV pulled taut, picked a small scab from her
foot, then settled back again. Her arms were wrapped tightly about her knees and she began to
sway, forward, backwards, her white blonde hair lapping at her cheeks.
Once this cavernous room had been full of beds. Sixty children, ranging from three to ten, all
with teddy bear gowns, all with IVs. Now there were two. Soon there would be one.
Clear!
Three, the little girl continued her count, chewing on her hair. The doctor was getting
desperate; she could hear it in his voice. The boy had seemed promising. Andy, she reminded
herself, Andy, who could play the harmonica and sometimes read to her. No one else would call
him by name anymore. Hed be a number, just like the others.
The room was cold and goose bumps marked her skin, but she knew better than to try and
get a blanket. No one would hear her right now, they were all too busy. Lately shed be lucky to
get a blanket even if no one was dying. There werent as many doctors now, or nurses, and the
ones who were left didnt like to talk to her anymore. Theyd never been very talkative, they had
so much paperwork and there was all the testing to do, but now they seemed frightened of her.
It was so hard when you were five and scared of the dark and the nurses acted like you were
the monster.
She didnt think of fair, she didnt think of outside, but the older kids used to. She didnt
really remember outside, remember life before the hospital. Andy did. Hed tell her sometimes,
but hed get frustrated with her. She couldnt understand, shed never known.
Clear!
Four, her eyes kept trying to look at the Doctors face, but she watched Andy instead. The
Doctor scared her, Andy never could. Yesterday, shed lit a fire by thinking it into being and they
almost werent able to get it out. Shed tossed a ball through the plasterboard wall without using
her hands. They still werent happy. She didnt know how to make them happy.
The bed beside her suddenly shook, its wheels thrumming against the floor. Andy had
whipped his head around to stare back at her, his eyes dark holes in his head, his hands twisting
into something else. Then he snarled at the doctors and grabbed for them and there were needles
then, where his fingers should be. The straps held him tight, but they were starting to fray.
A man pushed his way up from the back, one of the ones in a uniform, and pulled a gun.
In the emptiness of the room, the three shots echoed for what seemed like hours. Andy flopped
back, half boy, half surgical room nightmare, his eyes oozing from his face like molasses. She

turned back to her knees and yawned. She hadnt cried for anyone in weeks, but they still kept
leaving her.
Words flew about her head now, words spoken and unspoken, uttered only in the doctors
and nurses minds: Chimera. Ectoplasm. Failure. Rejection. The only mind she couldnt
hear at all was the Doctors and part of her was pleased. She didnt want to know what he
thought, what he wanted to do.
They covered Andys body and wheeled him from the room, the equipment that had once
beeped and hummed with all the life in him, now silent, was unplugged and covered, placed
against the far wall with all the other lifeless machines. In the quiet those machines left behind,
the last sound, the faint crackle of electricity, was so much stronger. She pulled her hair from her
mouth and tried to keep her eyes on her knees. She thought of the playground instead. It was all
brick and concrete, just a few swings, most of them broken, and a slide that burned her legs in
the summer, but it was outside as far as she knew and occasionally youd hear laughter there
she stopped thinking of it then. There was no one to laugh with anymore.
Hmmm, the Doctor was next to her now and the voices were fading, the spoken ones. She
could still hear the thoughts of the other doctors and she wanted them to go away. They didnt
think nice things about her. She didnt want to know what their plans were. She didnt want to
know. She scrunched her eyes tight and began to sway again. Forward, then back, forward, then
back.
The voices stopped. She hoped they would forever.
Well now, wheres the file for this one.
Her eyes eased open and she froze, a little statue on the bed. Before her was the tank, its
metal a vague green from the patina of time, the oval windows scratched, nearly frosted in
places. It gave off a scent of ozone and blood, its engine wheezing with age as the lights flickered
and dimmed. Shed heard of a man called Tesla, shed even heard the term Tesla Tech, but she
had no idea what any of it meant. To her, Tesla was the man of her nightmares, a shadowy mesh
of tentacles and pain, and his machines were the way that pain entered her world.
From inside the tank, a faint glow washed over the end of her bed and she pulled her feet
closer, keeping them from the green-white light. The fluid within pulsed and surged, responding
to her mind, feeding from her fears. As she watched, a face began to form; male, cold, familiar.
Now, lets get this started. Its almost dinner time, isnt it? She looked to her side then,
at the Doctor, the flesh and bone counterpart to the image now fading from the tank. He stared
at her for a moment, and then hooked her IV to the tank. The green liquid poured into the line,
working its way through the tube to her body. It was cold and hot all at once.
How are you doing today, dear?

Three

Three: System
Basic Task Resolution

86

ost situations the players are likely to


encounter while playing Cipher can and
should be resolved through role-playing.
However, there will be times when some bozo
draws a weapon and tries to take the top of your
head off, or perhaps this particular meal must be
prepared with absolute precision or your delicate
negotiations will fall through.
When these sorts of events occur, and the
outcome is uncertain or vital, there is little else to
do but start tossing dice.
Luckily, the design team at Broken Meme has
created a system of rules intended to resolve tasks
of this nature. It is called the Vector System, and
it is surprisingly simple to use while remaining
versatile.
The first thing you need to do is determine
exactly what it is that your character is trying to
do. Next, you select the appropriate Attribute for
the situation, along with the right Skill and Focus
(if you have any Ranks in a relevant Focus). Take
the values of these traits and add them together
to determine your base target number, called a
Mark.
Grab a pair of ten-sided dice and roll them,
adding the totals together. (Dont forget that 0s
count as 10.)
If your roll is on or under your Mark, you
succeed. If the total is over your target, you have
failed.
Attribute+Skill+ (Focus)
Determines the Mark.
Now lets see it in action

Example:
Your character Chuck has been framed by
DAEMON for a series of local homicides. He
finds himself fleeing local law enforcement
across the rooftops. He knows he did not do
what he is accused of, and if he is apprehended,
he will likely be transferred into the not so
gentle care of Veritas. Chuck cannot afford to
be caught.
Unfortunately, Chuck has run out of rooftop,
and the police officers are drawing their
weapons and yelling for him to halt.
A quick glance down shows that if Chuck
falls off the roof, he is going to be a big smear in
the alley below, but he decides to risk it anyway.
Eyeing the next rooftop, he steps back and
prepares to jump for it.
Making the jump is going to require all of
Chucks Strength and Athletic ability. It is a
good thing Chuck is also good at Jumping.
Chucks Strength Attribute is a 6, a little
better than average. His Athletics Skill is a 4,
reflecting the fact that Chuck is a semi- active
guy. He also has 3 Ranks in the Jumping Focus.
6+4+3=13. That's not too bad. Chucks
Mark gives him a better than even chance of
making the jump without killing himself in the
process.
Chucks player tosses the dice and gets a 7
and a 5, for a total of 12.He makes his Mark. A
narrow escape, but he makes it. Chuck lands on

Chapter Three: System

the next rooftop and takes off like a bat of hell


leaving the police behind.

Potency Scale of the Talent from the original level


should you choose.
Fumble

Doubles
Sometimes the stars align just right and
whatever action you are attempting has spectacular
results. Other times, it can seem as if the fates are
just messing with you.
If on any roll, both dice come up with the same
number, the result is out of the ordinary. Where the
doubles fall in relation to your Mark determines if
it is good or bad for you.
Critical Success
A Critical Success (or Critical) happens
anytime you roll doubles and the total is equal to
or less than your Mark.
Dramatically, this means that you performed
your action with such accuracy and panache that
you look like you could do it in your sleep. GMs
may also adjudicate some additional bonus for a
dramatic Critical.
In combat, a Critical means that you have
hit a vital area. Double the total damage before
applying it.
Additionally, any Talent activation roll that
comes up as a Critical costs the character no
Ectenic Force. You are also allowed to double the

On the opposite side of things, any time a


double is rolled where the total exceeds your
Mark, you have Fumbled.
Dramatically, this reflects not only a failed
attempt, but also the character looks like a dip,
and the GM is well within his purview to have a
piece of equipment break or some other disastrous
occurrence.
In combat, a Fumble doubles your Interval
before you may take your next Complex Action.
Normally, when a Talent activation fails, no
EF is spent, the characters concentration was just
not up to the task that time. If you Fumble on a
failed activation roll, not only does the Talent fail
to activate, but the Ectenic Force is lost as well.

2s & 20s
While other doubles reflect results that are out
of the ordinary, 2s and 20s are the stuff of legend.
2s
On a roll of 2 (Double 1s), not only did the
character do something truly amazing, but the
action bordered on godlike. With a 2, a character

Chapter Three: System

87

88

could shoot the wings off a gnat, grapple a


Kodiak, or even hack into the Pentagon (not that
we recommend that, of course).
In combat, a roll of 2 does double damage
and the character may take another Complex
Action on the next Phase instead of waiting for
the remainder of his Interval.
When activating Talents, a 2 costs you no
Ectenic Force (and has double Potency), but the
character may pick one of the Talents other Scales
and double the factor of that Scale as well.
Example:
Chuck, Randall, and Claire have come to
Reverend Cabot for rest and healing after a
scrap with some Harrowers. The good Reverend
activates his Regeneration Talent in attempt to
heal Claires wounds.
He Scales his Heal for 5 points of Health,
and a single target. His activation roll is a 2.
Not only did he heal Claire for 10 Health, but he
can choose to heal either Chuck or Randall for
10 as well.
It looks like God is smiling down on Reverend
Cabot today.
20s
A roll of 20 (Double 0s) well and truly screws
the pooch regardless of what you are trying to do.
Dramatically speaking, this is disastrous. That
berry you pointed out to your teammates as okay
to eat? They are actually poisonous Pokeweed
berries. Be prepared for everyone to have horrible
nausea, headaches, and diarrhea for the next few
hours. You did a helluva job sneaking into that
Cipher Campus, eh? Not so fast. You trip over
your own feet, landing smack up against the fire
alarm, alerting the whole building that something
is amiss.
In combat, a 20 can be fatal. Not only did you
miss your target, but you have also managed to hit
a friendly with your attack, maybe even yourself.
Full damage applies to whoever was unlucky
enough to be on your side.

When you roll a 20 while activating a Talent,


the Talent not only fails to go off, but it costs you
double the Ectenic Force you intended to spend. A
20 can mean accidental suicide for a Cipher under
the wrong circumstances.

Resistance & Reaction


Every character has a Reaction Trait as well as
a pair of Resistance Traits (Physical and Mental).
These three Derived Attributes count as
negative modifiers to any roll trying to harm your
character.
Subtract the Reaction of your target on any
attempt to inflict harm on him. Any weapon from
a knife to a gun to a lawn dart has to hit before it
can do any damage.
Example
A police officer has pulled his service pistol
and is trying to shoot Sam.
The officer is a good shot with a pistol, and
his Mark is a 14 after he factors in all other
modifiers, such as the Accuracy Modifier for his
weapon.
Sams Reaction is a 3, so the GM subtracts
3 from the officers Mark of 14, giving a final
Mark of 11.

Chapter Three: System

The GM rolls a 12, so Sams Reaction saved


his ass this time, and the bullet buzzes inches
from his head as he dodges out of the way.
Use Physical Resistance to resist toxins, drugs,
diseases, and certain Biokinetic Talents.
Example
Morphine is a drug commonly used by
Ciphers to subdue Ciphers and place them in a
more tractable state.
Morphine is a potent drug with a Toxicity of
13, meaning that on a roll of 13 or less by the
GM, the drug takes effect.
However, the subjects Physical Resistance
is used to modify the drugs Toxicity. A Physical
Resistance of 4 will lower the morphines
effective Toxicity to a 9. You might still wind up
in a Veritas field office, but your odds are much
better.
Use Mental Resistance as a negative modifier
when something has a chance of adversely affecting
a characters mind, be it from circumstance or
usage of a Talent.
Subtract Mental Resistance from the Mark of
any Talent requiring a roll that directly affects the
mind of an individual.
It also is subtracted from the Mark of
Aberration Checks
Example
If a character were to witness a loved one
being devoured by a giant spidery Chimera,

this is likely to compel the GM to ask for an


Aberration Check.
If the loved one was the characters wife or
lover, the GM may adjudicate the Mark of the
Aberration Check to be fairly high, say a 14. If
the character making the check were particularly
strong-willed with a Mental Resistance of 5,
this would reduce the chance of picking up an
Aberration to a Mark of 9.
Other Modifiers
Any number of things can help or hinder you
when performing an action.
From an icy patch on the road to bad visibility
when trying to drive a vehicle can add a negative
modifier to your Mark.
Positive modifiers generally come from
equipment bonuses or actions taken by the
character to prepare for the attempt.
All weapons have an Accuracy Modifier that
can affect your Mark, and things like scopes can
make your chances of hitting a target even better.
Equipment bonuses are not restricted to
weapons. Doing research in a superbly stocked
library can help with your Mark, and a custom
laptop can go a long way in helping with a hacking
attempt.
The overall rule with any single modifier is
that it can never alter a Mark by more than 3.
Individual modifiers can however stack, so
bear that in mind before attempting that sniper

Combat
shot on a moving target at extreme range on a
dark, foggy night with sweat pouring into your
eyes.
Rounds And Phases
Time in Cipher is broken down into three
distinct varieties: Rounds, Phases, and Dramatic.

Dramatic Time is simple as pie. If the


passage of time is not a great deal of concern to
the events, and the actions of the characters could
take seconds or minutes or even hours and days to
perform, you are in Dramatic Time.
Once you have at least two characters, PC or
NPC, trying to harm each other (either physically

Chapter Three: System

89

Combat Reference

90

Round: Comprised of 10 Phases numbered 1-10 per Round


Phase: 1 second of in-game time.
A character may take 1 Simple Action each Phase. Characters may take 1 Complex Action
After a number of Phases equal to his Interval has passed.
Actions occurring within the same Phase are simultaneous.
Characters acting in the same Phase go in order of Wits score.
Reaction: Reaction determines your Interval, the number of Phases you must wait between Complex Actions.
Reaction is a negative modifier on all Physical Attacks aimed at you.
Initiative Phase: 1d10-Reaction
Initiative result denotes which Phase you may take your first Complex Action
Complex Action: An action that requires a Skill Roll of some kind.
*Your first Complex Action may be taken any time on or after your Initiative
Activating a Talent
(Potential+Form+Talent) any modifiers
Performing a Physical Attack (Melee, Ranged, Unarmed)
(Agility + Skill + Focus) targets Reaction
Add weapons Accuracy Modifier for Weaponry Attacks
Grapple is an Unarmed Attack
Unarmed Combat is a Focus of Athletics
Active Defense (Dodge, Block, Breaking a Grapple)
*If an Active Defense is declared, defender goes on the same Phase as their attacker.
The Defenders Interval resets.
Dodge: Reaction x2
Block: (Focus) substitutes for Dodge as negative modifier on incoming Attacks
Breaking a Grapple: (Strength or Agility+Athletics+Form) lower of opponents
Strength or Aility)
Sprinting (Movement x2)
Aim (Reaction does not count towards defense while Aiming)
Each Phase of Aim allows you to adjust 1 die by 1 place post-roll
You may Aim for up to 2 phases
Simple Action:
Reloading or readying a weapon
Speaking
Move (Movement x1)
Dominance Test (No other action may be taken during a Dominance Test)
(Reaction does not count towards defense while engaged in a Dominance test)
Defender may spend EF on the same Phase as the incoming Attack.
Attacker may not spend EF until the next Phase
Other actions requiring little or no time/thought (opening a door, standing, etc)

Order Of Combat

Roll Initiative (1d10-Reaction) to determine Initiative Phase


Round 1
-Phase 1 (Each player completes his entire Combat Phase before next player)
Apply any effects of active Talents
Simple Action
Complex Action
Apply any effects (Damage or otherwise) from newly activated Talents
Apply Damage from non-Talent Attacks (subtract any armor before applying)

Chapter Three: System

or otherwise), you have entered the realm of


Rounds and Phases.
A Round is an amount of time equal to ten
(10) seconds, and each second in that Round is a
Phase.
Each Round begins with Phase 1 and proceeds
through to Phase 10 before starting over at Phase
1 in the 2nd Round.
Initiative
Initiative is an old gaming term that is normally
defined as the order in which you get to perform
actions.
Initiative is determined by rolling 1d10 and
subtracting your Reaction. Your result is the first
Phase in which you make take a Complex action.
Initiative is only rolled at the beginning of the
First Round. After that, refer to your characters
Interval to determine when you can take your next
Complex Action
Action Clock
The Action Clock is the term used to describe
how you handle time when the heat is on. As
explained earlier, a Phase is equal to 1 second of
time, and 10 Phases make up a single Round.
Once your Initiative is reached in the First
Round, your Reaction Attribute determines how
frequently you may take Complex Actions.
The lower your Reaction, the longer you have
to wait between actions. The amount of Phases
you must wait before taking your next Complex
Action is called your Interval.
Intervals
Reaction 1: May take a Complex Action every
10 Phases, or once in a Round.
Reaction 2: May take a Complex Action every
5 Phases.

Reaction 3: May take a complex Action every


3 Phases.
Reaction 4: May take a Complex Action every
2 Phases.
Reaction 5: May take a Complex Action every
Phase.
Rounds "roll over" so any Phases you have
remaining at the end of a Round still apply at the
top of the next Round.
You may go sooner than your next allowed
Complex Action if you are performing a Defensive
Action. You may not jumpahead witha Defensive
Action until your Initiative has been reached and
you have taken at least 1 Complex Action.
Defensive Actions count as a Complex Action
and you may jump ahead to any Phase within
which you have yet to take a Complex Action.
Your Interval is reset from the Phase youtookyour
Defensive Action.
Example
Gary have a Reaction of 3. Gary rolls a 6
for Initiative. 6-3=3, so he can take his first
Complex Action on Phase 3 of the First Round.
Gary takes his action on Phase 3, so his next
Action falls on Phase 6, then Phase 9, and as the
next Round starts, he can act again on Phase 2,
then Phase 5, then Phase 8, then Phase 1, then
Phase 4, etc.
If on the first Round, Gary takes an Action
on Phase 3, then gets attacked on Phase 4 and
chooses to Dodge, he can do so, but then he has
to wait until Phase 7 to take his next Complex
Action. If he decides to keep Dodging again on
Phase 5, he can continue to do so, but now he
cannot act again until Phase 8.
If Gary chooses, he canperformDefensive
Actions for an entire Round, but each time
he opts to do so, he continues to delay his
nextopportunityto be proactive.

Chapter Three: System

91

Types Of Actions
In Cipher, there are two basic types of actions:
Simple Actions and Complex Actions.
A Simple Action is something that takes
little to no skill to perform. Reloading a weapon,
moving up to your Movement, opening a door,
and standing up, these are all examples of Simple
Actions.
A Complex Action is an action that takes a
little more focus and effort. You may only take
one (1) Complex Action per Interval.
Making an Attack, activating a Talent,
Sprinting, making a Defensive Action, these are
all Complex Actions.

A Punch does an amount of Stun Damage


equal to your Strength Modifier when you land a
blow.
A Kick does an amount of Stun Damage equal
to your (Strength Modifier +1) and accrues a 1
penalty on the Skill Roll.
A Headbutt does an amount of Stun Damage
equal to your (Strength Modifier +1) and accrues

Complex Actions

92

A good rule of thumb for Complex Actions is


that if you have to toss the dice to determine the
outcome, it is a Complex Action.
There are Complex Actions that do not require
the rolling of dice, however.
Below is a rundown of Complex Actions you
are likely to encounter in the course of a game.
Attacking
Either someone or something has already tried
to harm you, or someone you are fond of, or else
he just damn well deserves it. You have decided to
put a hurting on him.
All Attacks take 1 Complex Action to perform.
Unarmed
For whatever reason, you may find yourself
without a weapon. Maybe you think you do not
need one, or maybe you are just plain crazy; it
does not matter the reason, you can still bring the
pain to your opponent with a well-placed punch,
kick, or headbutt.
Unarmed Attacks do Stun Damage without
additional factors brought to bear.

a 1 penalty to the Mark of the Skill Roll. You


take half of the damage in Stun yourself when you
connect.
Grappling
There are instances when a simple punch in
the face just is not enough. Perhaps you want to
restrain an individual, repeatedly inflict a Range:
Touch Talent on someone, or just plain choke the
shit out of him. In these circumstances, a grapple
can come in very handy.
Initiating a grapple is as simple as
making a successful unarmed attack using
(Agility+Athletics+Unarmed Combat) after
subtracting your opponents Reaction. As an
Attack, initiating a grapple is a Complex Action.

Chapter Three: System

You have to call a grapple attempt before


making the roll, but if you are successful, you
now have your opponent in a clinch. On the Phase
where the grapple takes effect, your opponent is
incapable of taking any Physical action aside from
trying to break free from the hold.
If your victim fails to break free from the
grapple, you have the option of applying your
Strength Modifier in Stun Damage or activating
a Talent with Range: Touch. You are of course
allowed to free your captive if you decide that
playtime is over.
Breaking Free From A Grapple
If you are the unlucky sod who was caught in
a grapple, it means that the only Physical action
you can take is to attempt to break yourself free
from the hold.
To do so, your Mark is (Strength or Agility
+Athletics Unarmed Combat). The modifier on
this roll is the lower of your opponents Strength
or Agility as they attempt to maintain a hold on
you. Breaking free from a grapple is a Defensive
Action.
With a successful roll, the grapple is broken
and you are free to do as you please with your next
Complex Action.
Of course if you are a Cipher, there are many
things you can do without having to resort to
the physical. The best part of being caught in a
Grapple is that the condition of Range: Touch is
considered to have already been established.
Melee Attacks
Let us say you are lucky and manage to have
something to hand when the fracas begins. It could
be anything from a knife to a brick to a broken
bottle. Maybe you are a Renaissance Festival type
and carry a sword around as well (let us not get
into the potential legal issues surrounding that
call).

(Agility+Weaponry, Melee+Focus+Weapon
Accuracy Bonus) - Targets Reaction (or Dodge/
Block if applicable) defines your Mark on 2d10.
Regardless of what weapon you are wielding,
Melee Attacks do an amount of damage equal to
the weapons Damage Rating + your Strength
Modifier. The weapon being used determines
whether you are dealing damage in Stun or Health.
Dual Wielding Melee Weapons
Should you choose to try and attack someone
with two melee weapons at the same time, the
attack takes a single Complex Action and is
resolved in a single roll with+1 Damage and 1
Accuracy being applied to the Mark of the primary
weapon.
The player can determine which of the two
weapons is the primary weapon, but must declare
it before rolling.
Telekinesis And Melee
When using the Fine Manipulation Talent
to attack someone, the same rules apply as if
you were using your hands instead of your
Psychokinetic abilities. The only difference is
that you have the option of wielding more than 2
weapons simultaneously.
When using Psychokinetic Talents to attack
someone with a weapon, the attacker receives a
+1Damage/-1Accuracy modifier for each weapon
used in the attack.
The attack takes a single Complex Action and
is resolved in a single roll, per normal rules.
Substitute Potential for Agility when making
the Skill Roll to Attack or Block.
Disarm
Many things your enemies point at you are
capable of causing pain and injury, and it is not
always an option to run and hide. In times like
these, you might want to try a Disarm.
A Disarm action is an attempt to remove an
item from an opponents grasp. In most cases, this

Chapter Three: System

iv:140

93

is going to be a weapon, but it could very well be


a wallet, cellphone, or even a set of keys.
To attempt a Disarm barehanded, you
find the Mark for a standard Unarmed Attack
(Agility+Athletics+Unarmed Combat) your
opponents Reaction. The difference is that you
also subtract your opponents Strength Modifier
when attempting a Disarm as you try to wrest the
item from his hand.
If you are using an item or weapon to attempt a
Disarm, use (Agility+Weaponry, Melee+Weapon
Focus) in place of (Agility+Athletics+Unarmed
Combat).
If the roll is successful, the item is dislodged
from your opponents grasp. In the case of a
barehanded Disarm, you have the option of taking
the item instead of letting it fall to the ground.
NOTE: When using the Fine Manipulation
Talent to Disarm, use the Mark for a
barehanded Disarm.

94

Ranged Attacks
If you are smart, you are going to try to take
out your opponent without getting close enough
for him to crack your skull open with that crowbar
he is lugging around. This is where a Ranged
Attack comes in handy.
Ranged Weapons
This includes firearms, bows, crossbows, and
the like. Weapons that are designed to be thrown
(javelin, shuriken, throwing knives) are covered
by the Throwing Things rules.
(Agility+Weaponry,
Ranged+Focus)
+
Weapon Accuracy Bonus - Targets Reaction (or
Dodge/Block if applicable) defines your Mark on
2d10.
Damage from a Ranged Weapon is equal
to the Damage Rating listed for that particular
weapon. Your Strength Modifier does not add to
the damage dealt at range with bows, crossbows,
and firearms.

You may not add your Strength Modifier when


using a Ranged Weapon, but you may add it when
Throwing.
The weapon used determines whether your
opponent takes Stun or Health Damage from the
Attack.
Throwing Things
When throwing an item at someone, the
following rules are used.
Add your (Agility + Athletics + Throwing)
and subtract your opponents Reaction as normal.
Should the attack be successful, apply Damage
as normal, adding in your Strength Modifier. If
you are using an improvised weapon, the damage
is of the objects Durability plus the Strength
Modifier of the attacker.
Throwing Distances
When throwing an object, you can hurl
anything weighing one pound or less (baseball,
small rock, knife, football) a number of yards
equal to your Strength Modifier x10 with any
accuracy.
If you are simply throwing for distance, you
can throw the same item a number of yards equal
to your Strength x10.
For every additional pound, subtract 10 yards
from your distance.
Throwing With Psychokinesis
The same rules apply when using Psychokinesis
to hurl objects, with the sole difference being that
instead of basing distances and additional damage
off Strength, the Ciphers Potential is used.
Use your Potential for the Skill Roll instead
of Agility when rolling to see if you successfully
hit.
Firearms
Modern firearms are extraordinarily lethal
weapons. As such, their Damage Rating applies to
both Health and Stun tracks. This can prove to be

Chapter Three: System

fatal very rapidly. As in real life, it is recommended


that you avoid being shot whenever possible.
Burstfire
Burstfire is depressing the trigger on a burstcapable weapon long enough to fire off 3 rounds
in rapid succession. This allows the shooter to get
more lead into the air at the cost of an accuracy
loss due to recoil.
Burstfire is an Attack, and thus takes a
Complex Action to perform.
Burstfire adds a +2 to the weapons Damage at
the cost of a 2 to Accuracy on the Attack.
Autofire
Autofire is the release of an entire clip from a
firearm capable of such things. This can come in
very useful if there are a number of targets in front
of you and you have some ammunition to spare.
Autofire is a special type of Attack. It uses
a Complex Action, but takes 3 Phases to empty
the entire clip. It also imposes a 3 penalty on the
shot.
The upside is that you may add +3 to the
weapons damage rating and divide the damage
total among any targets within a 90-degree arc in
front of you.
The lowest Reaction of the group acts as a
negative modifier for the roll.
Example
Veritas Agent Klaus has 3 Partisans in front
of him and he is the last man standing.
His Agility+Firearms+Rifle is (15), and
being a traditional type of guy is sporting an
AK-47, which gives him an Accuracy bonus of
(+1) for a Mark of (16). The lowest Reaction
of the group acts as a negative modifier for the
roll. Subtract victim #2s Reaction of 2 from the
roll, giving a final Mark of (14).
Deciding that it is a now or never situation,
Klaus switches his rifle over to full auto and
starts spewing lead. Autofire subtracts (3) from

his Mark, so Klaus now has to roll a (11) or less


to hit. Odds are still in his favor.
Should he hit, the base damage of an AK47 is 5Health. Add the autofire bonus of (+3),
and now hes not only doing (8) points of Health
Damage to the guys in front of him, but he can
decide how much each of the three guys in front
of him take from the 8 points he has to spread
around.
Dual Wielding Pistols
Should you choose to try and fire two pistols at
the same time, the attack takes a single Complex
Action and is resolved in a single roll with a +2
Damage and a 2 Accuracy for the roll, exactly
like Burstfire.
Aiming
Aiming is a Complex Action that allows you to
slide one die in the direction of your choosing.
You may Aim for 1 or 2 consecutive Complex
Actions. For each Action spent aiming, you may
add or subtract 1 from a single die after you roll.
Whether for 1 round or for two, you only apply
any adjustments to a single die when Aiming.
Aiming can adjust your total into a standard
Critical or away from a standard Fumble.
Aiming does not work with Talents (with the
exception of Telekinetic Talents), and may not
adjust you into or out of 2s and 20s.
Example
You spend two consecutive Complex Actions
aiming before you make your attack on your
third Action.
Your (Agility+Firearms+Rifle) Mark in
addition to any Accuracy Modifier from the rifle
you are using gives you a Mark of 14. Not too
bad. Odds are good that you are going to make
the shot even without the aiming.
Your roll comes up an 8 and a 7 for a total of
15. Missed the Mark by that much. Arent you
glad you were aiming?

Chapter Three: System

95

96

Since you aimed for 2 Actions before taking


your shot, you can adjust either the 8 or the 7 by
up to 2 places. Adjusting the 7 down to a 5 will
get you a success, as will adjusting the 8 down
to a 6.
However, you can opt to adjust one of the
die by only 1 if you so choose. Drop the 8 down
to a 7. With a pair of 7s, not only do you hit, but
you also have a Critical and can dramatically
place the shot where you want it, doing double
damage.
Example #2
With the same set-up, you roll a pair of 9s.
Not only is it outside of your target range, but
it is a Fumble as well. The aiming bonus is not
enough to get you into a success, but it is decent
enough to get you out of the Fumble. Simply
adjust a die down to an 8, making your total a
17.
It is still a failure, but now you are not
shooting one of your allies in the leg when you
miss your intended target.
You are considered motionless while Aiming.
You may not apply your Reaction to incoming
attacks.

take a Defensive Action you have to wait 3 Phases


before acting again unless you take another
Defensive Action.
Dodge
Dodging is just what it sounds like, an all out
attempt to avoid being hit by ducking, weaving,
diving, etc.
When someone is trying to hit you, normally
he would subtract your Reaction from his Mark.
When you Dodge, you double your Reaction
for defensive purposes.

Defensive Actions
Sometimes your normal Reaction just is not
enough to take the edge off your opponents skills.
In cases where it is vital that you are not hit, you
are going to do everything you can to avoid it.
That is where Defensive Actions come to bear.
Once your Initiative has come around, and
you have had the opportunity to take your first
Complex Action, you may begin taking Defensive
Actions.
Unlike standard Complex Actions, Defensive
Actions allow you to jump ahead and act before
your Interval is completed.
You may take a Defensive Action in any Phase
where you have not yet taken a Complex Action.
Taking a Defensive Action resets your
Interval, so if you have a Reaction of 3, once you
Chapter Three: System

When dodging multiple attacks in the same


Phase, subtract 1 for each successively rolled
attacker, despite the fact that they are all technically
attacking simultaneously.
Example
Your character is facing off against 3 foes,
and they all decide to attack at once. You Dodge,
doubling your Reaction of 3 to a 6.
The GM subtracts 6 from the Mark of the
first attacker, 5 from the second, and 4 from the
third.

Block
If you are particularly skilled with a certain
type of weapon and happen to have one at hand,
you may choose to Block instead of Dodge.
When Blocking, first you have to have a Focus
in the weapon you are using. Second, you must
have said weapon available and ready to use.
Subtract your Focus for that weapon from the
attackers Mark instead of your Reaction.
When Blocking multiple attacks in the same
Phase, subtract 1 from each successive attack roll
made against you in that Phase.
Dominance Tests
Dominance Tests are considered Defensive
Actions with one difference, you may engage in a
Dominance Test even if you have already taken a
Complex Action that Phase.
You may perform no other Action of any kind
while engaged in a Dominance Test. It takes too
much concentration to keep someone from brainburning you to do anything else.
Reinforcing Shields
A Cipher may reinforce an existing TK Shield,
Fire Shield, or Telepathic Shield as a Defensive
Action.
Sprint
Sprinting allows you to move double your
normal Movement rate for a phase and costs a
Complex Action to perform.
Talent Activation
Activating a Talent is always a Complex
Action.
Other Actions
The GM may adjudicate any action with
sufficient impact upon the game to be a Complex
Action.

Chapter Three: System

97

Simple Actions
Basic Movement
You may move your Movement Rating in feet
each Phase as a Simple Action.
Ready/Reload Weapon
Almost any weapon may be readied for use or
reloaded in a single Phase as a Simple Action.
Speaking
One sentence may be spoken as a Simple
Action. Some players may be tempted to try to
dive into complex on-the-fly planning using this
action. GMs are fully within their rights to smack
said player with the rulebook if they try to give a
State of the Union Address in a single Phase.
Use this Simple Action for Get down! or
Dont touch it! types of communication.

98

Other Actions
If an action is something that does not require
a Skill roll, GMs should adjudicate it as a Simple
Action in most cases.

Injury
This being the imperfect world that it is,
odds are decent that there will come a time when
you will be injured to one degree or another. All
characters in Cipher have two damage tracks.
These are means of assessing your general well
being at any given moment.

Damage Types
Stun
The first damage track is Stun. Stun is
determined by doubling your rank, and represents
not only how much endurance you have, but also
how much of a beating you can take.
If you find yourself on the wrong end of
a punch, kick, baseball bat, or anything else

designed to bash and bruise; your Stun total is


where you take the hit. Represent Fatigue by
the loss of Stun, as well as the effects of certain
chemicals and even Cipher Talents.
Wound Penalties (Stun)
When you begin to run low on Stun points,
you begin to operate at less than peak efficiency,
and are close to unconsciousness. The last five
Stun Points you have left are where the Wound
Penalties begin to apply.
When you have only 3 Stun Points remaining,
every action you take (including activating
Talents) is at a 1 on all rolls.
When all you have left is 2 Stun Points, you
are more distracted by pain and exhaustion. All
actions (including activating Talents) suffer a 2
to every roll.
Finally, when there is only 1 Stun Point
left, you are running on fumes and everything
is beginning to get all bendy. At this juncture
every thing you do (including activating Talents)
is at a whopping 3 penalty.
The easiest way to keep track of this is to
pencil in the penalties next to the appropriate Stun
ranks once you have determined your Stun total.
If your Stun total should change due to character
advancement or the temporary usage of a Cipher
Talent, the Wound Penalties shift appropriately,
always coming into play for the final 3 Stun points
regardless of the total.
Pushing With Stun
Ciphers may exchange Stun Points for Ectenic
Force on a 1-to-1 basis. This is called Pushing. For
each point of Stun Damage the Cipher chooses to
take, he can refill his EF Pool by that amount.
Any Stun Damage taken by Pushing is subject
to all of the normal rules concerning Stun loss,
including Wound Penalties
Your Potential determines the amount you can
Push per Phase. Thus, a Cipher with a Potential of
6 can exchange 6 Stun for 6 EF in a single Phase.

Chapter Three: System

Pushing Stun for EF in this fashion is a


Simple Action. You can Push once during any
Phase, whether or not you have a Complex Action
available that Phase.
Pushing with your final point of Stun incurs a
consciousness check as per normal.
Pushing into Stun initiates a Chimera Check as
normal, and if Pushing with a Clairvoyant Talent,
this also initiates an Aberration Check.
Signs Of Stun Damage
When you take Stun Damage, bear in mind
that once Wound Penalties are applied, there are
outward signs of the damage you have taken.
While there is no hard and fast system for
how the damage is apparent, it is up to you and
the GM to decide how to play it out.
Were you taken down to 3 Stun by a baseball
bat tap-dancing on your shin? Odds are that the 1
penalty you are suffering is obvious by the limp
you have suddenly developed.
Damage taken to your Stun Points by trading
Stun for EF generally shows itself by nosebleeds
and a pained intense look on your face from the
nasty migraine trying to pound its way out of your
skull.
Recovering Stun
Recover Stun at a rate of 1 point for every thirty
minutes of rest. This rest can be sleep, meditation,
or simply sitting still and relaxing for half an hour.
While most weapons in Cipher cause either
Stun or Health Damage, Firearms are the exception.
Unless you take preventative measures, a gunshot
wound will cause both Stun and Health Damage
in the amounts listed for the particular firearm.
Other weaponry may be adjudicated by the
GM to do the same, but the in such cases, the
weapon should have considerable kinetic force in
addition to causing blood loss.
In addition, no, the split lip from a punch or
scalp abrasion from a baseball bat does NOT
count.

Health
Whereas Stun is a measure of how tired or
banged up you are, Health represents how alive
you are. The more Health Damage you have
taken, the closer you are to a meet and greet with
the Reaper.
Health works similarly to Stun in that you
mark off the appropriate amount of Health Points
when you are injured. The difference being that
for Health damage to be lost, the wound has to be
more serious than a headbutt.
Firearms, blades, extreme heat and cold, and of
course certain Talents can cause Health Damage.
This is not the entire list of things that can
cause a loss of Health, but it gets you in the
ballpark. As a rule of thumb, if it something that
can cause blood loss it is likely a Health Wound.
If your Stun is depleted and you take additional
Stun Damage, this is applied as Health Damage.
Optional Rule: Bleeding Out. If you wish to
add this additional level of realism to your game,
this is how we do it.
Once you receive a Health Wound, you begin
to lose 1 Stun for every Round (10 seconds) until
you get the bleeding stopped by a successful
Medicine check.
This can make a game of Cipher even more
lethal that it already is, but definitely adds to a
sense of realism.
Firearms
Firearms in the Cipher are treated a little
differently than other types of damage causing
items. Whereas other weapons do either Stun or
Health damage when they make contact, Firearms
inflict damage in both tracks simultaneously.
The Damage Rating of a firearm is listed
by the amount of Health Damage it does upon
impact. The Stun damage is equal to the Damage
Rating +1.
This does indeed make firearms extremely
lethal, and that is the intent. The ripping and tearing

Chapter Three: System

99

of flesh as a bullet enters the body is only half


of the trauma suffered. The tremendous kinetic
energy behind a bullet is a force to be reckoned
with in its own right.
Wound Penalties (Health)
Health Damage incurs Wound Penalties just
like Stun Damage does, and they are cumulative.
Example
Should you be down to your last 2 Stun
points (incurring a 2 to all actions), and be
unfortunate enough to have only 3 Health points
remaining (incurring a 1). You are now at a 3
to everything that requires a roll.
As with Stun, adjust placement of Wound
Penalties according to change in your Health
Ranks that occur through character advancement
or gameplay.
Pushing With Health

100

You can also Push to trade Health for Ectenic


Force on a 1-to-1 basis. For each point of Health

Damage you choose to subject yourself to, you


gain a point of Ectenic Force to fuel your Talents.
Pushing with Health incurs the same Wound
Penalties as if you had been stabbed, shot, or set
on fire. Health Damage is still Health Damage
regardless of the source.
Your Potential limits the amount of Health that
you can convert into EF per Phase. Thus, a Cipher
with a Potential of 7 can exchange 7 Health for
7 EF in a single Phase. Not that he would really
want to unless his ass was on the line.
Pushing with Health is a Simple Action. You
can perform one Push during a single Phase,
whether or not you have a Complex Action
available that Phase.
You must deplete your Stun entirely before
you can tap into your Health in this fashion. If you
only have 2 Stun remaining and you wish to Push
for 5 EF, you can take the remaining 3 EF from
your Health Track.
If you push into your Health track, you must
not only make a consciousness check, but make a
Chimera Check AND an Aberration Check.

Chapter Three: System

Signs Of Health Damage

Unconciousness

Until you have received medical care, any


Health Damage you have taken makes it obvious
to anyone observing you that something has gone
awry.
Were you shot? Dont forget to take into
account the fact that you are bleeding all over the
place. The same thing goes with a stab wound.
Maybe you ran afoul of a ticked off Pyrokinetic.
Those burns are going to stand out in a crowd and
sting more than a little bit.
Health Damage taken from Pushing usually
evidences as nosebleeds, earbleeds, and yes,
even eyebleeds. Feel free to get creative with the
outward signs of Pushing with Health.
Recovering Health
Health returns at different rates depending
upon the type of care you receive after being
carved up like a Thanksgiving Day turkey.
If, after losing Health points, you receive
medical attention and bed rest, you regain 1 Health
Point per day.
However, even with medical care, if you are
unable to get any rest; say, maybe a ruthless pack
of Harrowers are hounding you through the city
and you are unable to sit still for more than ten
minutes. Under conditions where you are unable
to rest, you only recover 1 Health every 2 Days.
Under optimal circumstances, you will find a
way to get hospital care (or at least bed rest and a
doctors skills). The recovery rate then garners you
2 Health for every day spent under a physicians
care.
Sidebar: As mentioned above, Firearms are
the exception to the either/or rule of Stun and
Health Damage. Anytime you take damage from
a modern firearm, you incur both the health and
Stun damage listed for that weapon.
Kevlar and similar modern body armors can
have an effect on this.

If you are unlucky enough to have lost your


last point of Stun, things are starting to go black.
Unconsciousness is on the horizon.
Should you wish to shake off the cobwebs and
attempt to remain awake despite your banged up
and exhausted state, a Consciousness Check is
required.
To remain functional with zero Stun, make
a (Vitality+Willpower) check. Add your Vitality
to your Willpower to find your Mark, (Wound
Penalties do apply to this roll) and roll 2d10.
If your result is equal to or less than your
adjusted Mark, you have managed to remain alert
enough to continue moving and acting (though
you are still having to contend with the Wound
Penalties).
Additional Consciousness Checks are required
every time you take any additional damage.
Stun Points return at a normal rate once you are
unconscious, and you may regain consciousness
once you have a positive number of Stun Points.
Death
It is inevitable. It happens to everyone. The
only question is will it happen to your character
while playing this game.
Death in the World of Cipher occurs when you
are out of Health Points. There is no check. Once
you are out of Health, you are dead. Period.
As of yet, there are no Cipher Talents that can
reverse the Big Sleep, but DAEMON is devoting
considerable amounts of time with its Biokinetic
research to develop a Talent that can, in fact,
return people from the other side.
Armor
Armor is not as common in the 21st century as
it was for some of our ancestors, but there are still
a handful of modern armor options.
Once an attack has successfully landed, any
armor worn by the recipient of the attack subtracts

Chapter Three: System

101

the Armor Rating for what they are wearing from


the incoming damage.
Bulletproof Armor
Armor specifically designed to be bulletproof
has a different effect, in that it converts all Health
damage done from firearms into additional Stun
damage. Since Firearms do both Health and Stun
damage simultaneously, this Stun damage can
quickly roll over into Health, but can save your
life in a pinch.
Talent Activation

102

Using Talents is as simple as any other Skill


Roll, just with different variables.
To attempt a Talent Activation, simply add
the Ranks for your Potential to the Ranks in the
appropriate Form and the Talent. This gains you
your Mark. Roll 2d10 and if you are equal to or
under the Mark, the Talent goes off as planned.
(Potency+Form+Talent)
That is the basic process, but there are of
course a few additional steps.
All Talents have a Base Effect listed as well as
Scales to adjust the Talent to the situation.
The Base Effect of a Talent costs the
expenditure of 1 EF from your Pool unless that
Talent falls under your Primary Form, in which
case the Base Effect is FREE.
A Talent that falls under the Ciphers Primary
Form therefore gains an extra level of Scaling at
no additional cost. You must have at least 1 EF
in your Pool to utilize the free Base Effect. If a
Cipher has no EF, either through using it all up
or going Null, he cannot perform the free Base
Effect until he has recouped at least 1 EF.
Simultaneous Talents
A Cipher may have up to his Mental Resistance
in Talents active at once without penalty. Apply a
1 penalty on all actions for each additional Talent
activated beyond the Ciphers Mental Resistance.

Some Ciphers have a single Talent under their


Primary Form running at all times since the Base
Effect for a Primary Talent has no cost. Depending
on the specific Talent and whether or not it is
detected, this can be seen as tacky. It all depends
on the audience.
Ectenic Force
A Cipher may spend up to his Potential in EF
in a single Phase.
Ectenic Force returns at a rate equal to your
Potential for every hour spent resting.
Dramatic Use Of Talents
The use of Talents is nearly second nature to
Ciphers. It is part of who they are.
When a Cipher uses his Talents in a situation
where there is little or no stress, the activation roll
can be assumed to be successful.
You must roll to activate the Talent when in
any situation where the Talent activation is
A) Resisted
B) During use of the Combat Clock or
C) Under a stressful situation
Scaling Talents
If the Base Effect of a Talent isnt enough to
handle the situation, you can adjust the four Scales
(Potency, Area, Duration, Range) accordingly.
Each additional point of Ectenic Force spent
at the time of Talent Activation allows for the
adjustment of 1 Scale by 1 increment.
Example
The Talent, Telepathic Shield has the following
Base Effect and Scales
Base Effect
Potency: +1 Mental Resistance
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: +1 Mental Resistance
Targets/Area: 1 Target
Duration: 1 Round

Chapter Three: System

Range: LOS
Presuming the Cipher activating this Talent
is not a Telepathic Primary; by spending 1 point
of Ectenic Force he is able to increase his Mental
Resistance by 1. He can do this for one person
(himself or an ally), and it lasts for 1 Round (10
Phases). To do so, he must touch the person he is
Shielding.
For 1 additional point of EF, he can increase
the Mental Resistance bump by 1, or he can add
an additional person to the Shield, increase its
Duration to 2 Rounds, or make the Range Line
of Sight and obviate the need to make physical
contact.
1 EF allows you to adjust one Scale at a time.
You may adjust a single Scale by an increment
equal to the Ectenic Force spent. If you choose
to adjust multiple Scales, you must divide the EF
spent between them. As long as the Scaling of
increments is equal to the additional EF spent, you
can mix and match to your hearts content.
In some cases, you may not adjust a particular
Scale. In these cases, the Scale will be marked as
N/A. The Range Scale is a bit different in that
there are only a handful of increments and you
must buy up the Scales in order. The available
Ranges are listed under Range in the Scales
section of each Talent.
Self is the most basic Range, but mot Talents
start at the next step, Touch. To Scale from Self to
Touch is 1 EF, from Touch to Line-of-Sight (LOS)
costs 1 EF, and to Scale from LOS to Sympathetic
costs one more. You must Scale Ranges in order.
Dominance Tests
It is unlikely that most Ciphers will allow
someone to affect them with a Talent without
being asked first. In most cases, you have to rely
on your Reaction, various Shields, and luck to
avoid being successfully targeted. There are other
instances where you may not be the target of the
Talent, but you want to prevent the other Cipher
from activating it anyway.

With most Talents, you can attempt to prevent


the Cipher from being able to successfully activate
his Talent, a Dominance Test.
If you have any Ranks at all in the Talent being
activated in your presence, you are immediately
aware if someone is attempting to use that Talent.
Telepathic Shield and Veil are special
cases. These Talents allow a Cipher to initiate
a Dominance Test without necessarily having
Ranks in a specific Talent.
With a Telepathic Shield, a Cipher can initiate
a Dominance Test against most Telepathic Talents
being activated in their presence. With Veil, the
same can be done for a majority of Clairvoyant
Talents.
Each Talent has an entry in their description
that will tell you if a particular Talent is subject to
Dominance Tests.
Battle Of Wills
The easy explanation of a Dominance Test is
that you get to spend Ectenic Force to change the
result of an Activation Roll after the roll has been
made to push it out of the range of success.
Once you have made the roll to activate the
Talent, another Cipher can choose to spend Ectenic
Force (up to his spending limit determined by his
Potential) to make the result of the roll 1 Higher
per point of EF spent.
Each participant in a Dominance Test can
spend EF to adjust the result once per Phase. This
counts as a Simple Action, but has the caveat that
no other action can be taken by the combatants
while engaged in a Dominance Test. (this includes
Notice checks).
The initial activation of the Talent counts as
that persons EF expenditure for the Phase.
Keep in mind that normal EF spending caps
apply (as determined by your Potential), as does
the onset of Pauli Effects at expenditures over 6
EF.

Chapter Three: System

103

104

Example
Frankie is trying to Deep Scan Johnny.
Frankies (Potential+Telepathy+Deep Scan) is
a 13.
Subtracting Johnnys Mental Resistance of
3, Frankies Mark is now 10.
Frankie picks up his 2d10 and rolls an 8.
SUCCESSor is it?
Since Johnny has at least 1 Deep Scan, he
can initiate a Dominance Test and try to keep
Frankie out of his head.
Regardless of whether of not Johnny has
acted this Phase, he has the option of spending
Ectenic Force to adjust Frankies roll. Since
he really does not want anyone poking around
inside his head, he decides to spend 3 points of
EF, making Frankies result an 11, and thus a
failure.
Next Phase, Frankie can choose to spend
1 or more EF to put the result back within the
range of success, but then again Johnny has the
option to adjust it back out again..
Should the Test continue to the point where
one or more of the combatants are Pushing into
his Stun or Health, make Chimera & Aberration
Checks as normal.
Ending a Dominance Test is as easy as one
person not being able to continue, or choosing to
cede victory to their opponent.

During a Dominance Test, the Pauli Effect is


measured by the largest total expenditure of EF by
a single participant.
Chimera Check
Having the ability to read thoughts, see the
future, or set things on fire with your mind is a
powerful thing, but it has its drawbacks.
Not only are Ciphers hunted by a shadowy
government agency, but also you are highly prone
to developing psychological issues due to the
unnatural strain placed upon your mind.
These inconveniences pale in comparison
to the possibility of giving birth to a monstrous
psychic leech at a time when you are at your most
vulnerable.
Chimerae come in a variety of shapes and
sizes, limited only by the imagination and fears of
the human mind.

The Pauli Effect


The Pauli Effect, as described earlier, is the
term given to the environmental side effects of
activating high-powered Talents.
For each Form (and types of Psychokinesis),
the Effect varies, but the mechanism for kicking
off Pauli Effects is the same regardless of the
Talent you are using. No matter how much actual
Ectenic Force the Cipher spends during activation;
it is the final EF level of the effect that determines
the eventual Pauli Effect. At strength 6EF Talent
activation, Pauli Effects begin to appear.

Chapter Three: System

Giving birth to a Chimera is very low on the


list of things a Cipher has in mind when they think
enjoyable. However, it is a very real possibility
when a Cipher chooses to or is forced to Push their
abilities beyond their existing pool of Ectenic
Force.
As explained earlier, a Cipher has the ability to
put a strain on their physical well being to activate
Talents even after draining their EF Pool.
Any time a Cipher Pushes, be it into their Stun
track or even into their Health, they must make a
Chimera Check.
Chimera Checks are made by first determining
the Mark. The Mark for a Chimera Check is
determined by subtracting the Ciphers Potential
from 20. Make a standard 2d10 Roll. If it succeeds,
you have gotten lucky and no Chimera appears.
If the roll fails, a semi-solid substance begins to
pour from every opening in your head.
The Birthing Process
Eyes, nose, mouth, and ears; all begin emitting
translucent green goo that slowly starts to take
shape. At this point, while you are trying to
figure out how to deal with this thing when you
are already out of Ectenic Force, the GM quickly

builds the Chimera using the Chimera Creation


Charts in the Appendices of this book.
We have made the process of building
Chimerae on the fly as quick and painless as
possible. In most cases, this should only take a
few seconds, which is about all time you have
before it completes its transformation from
unshaped Ectoplasm to a nightmarish creature
drawn straight from your nightmares.
A Chimera Birthing takes 1 Full Round to
complete. That is 10 Phases (seconds) for you and
your team to figure out whether or not you plan on
running or keeping the thing from getting loose
and creating havoc.
Bear in mind that for a Chimera Check to
take place, you have to have a depleted EF Pool.
This obviously means that you are going to have
to Push if you want to take on your new baby
abomination.
The good news is that any one Cipher may
only Birth a Chimera once a day. The bad news is
that most Ciphers do not travel alone, and whos
to say your allies havent put themselves in a
situation where theyll be having to make their
own Chimera Checks while trying to fight the
thing off.

Aberrations

berrations represent a weakness or break


in the mind. Paranoia and sadism are
Aberrations as are phobias and schizophrenia.
An Aberration can be a minor inconvenience or a
major hindrance. It all depends upon what it is and
the likelihood of encountering the situation.
In game terms, an Aberration is something
that makes life difficult for your character. They
come in two flavors and affect your character in a
multitude of ways.
The first type of Aberration is Situational. This
mental break only affects your character when

encountering a particular set of circumstances.


Phobias are the best example of these.
When a character has a Situational Aberration,
for example a fear of the dark, and finds himself
in a place with no light, the GM makes a roll
to see if the Aberration kicks in. If it does, the
character suffers a penalty equal to the severity of
the Aberration to all actions until the situation is
resolved one way or another.
Situational Aberrations are a sort of subAttribute in that they have Ranks denoting the
severity of the condition. Situational Aberrations

Chapter Three: System

105

are Ranked from 1-3. A Rank 1 Aberration is mild,


and a Rank of 3 represents a major issue.
The other type of Aberration is General. A
General Aberration is always with you, riding on
your shoulders like a nasty little leprechaun.
General Aberrations do not have a specific
die-penalty: each General Aberration has its own
way of adversely affecting the character.
(See the List of Aberrations for more details.)
Roleplay General Aberrations whenever you
feel it is appropriate, or if the situation is likely
to highlight the break in the characters mind, the
GM can make a roll to see how well the character
can tamp down his mental break.
It may seem that taking General Aberrations is
the easy way to go since it does not use the rules
to enforce its effects. Keep in mind that the GM,
who is expecting you to play out your Aberrations,
adjudicates 75% of your Experience Points.
Gaining Aberrations

106

The GM makes a standard 2d10 roll and if the


roll succeeds, your character gains 1 Rank in an
Aberration.
Wound Penalties, as always, apply here.
The specific Aberration gained is chosen by the
Player and the GM together, and should be related
to the situation that spawned the Aberration in the
first place whenever possible.
If the character having the Aberration Check
made for them is not a Cipher, the default Mark is
10 with Mental Resistance subtracted as normal.
Should the Aberration come from the usage
of the Telepathic Talent Induce Aberration, forfeit
the Aberration Check and instead rely upon the
Talents Activation Roll. The specific Aberration
gained is purely up to the Cipher activating the
Talent.
Induce Aberration does not have a permanent
Duration Scale, but it does have a Potency Scale.
Effects Of Aberrations

In Cipher, there are three different ways to


gain an Aberration.
1: If you Push a Talent into Health Damage, an
Aberration Check is called for. With the activation
of Clairvoyant Talents, the Aberration Check
is called for when the Cipher Pushes into Stun
instead of Health.
2: Should you encounter a situation that the
GM decides is extraordinarily horrific or shocking,
he may make an Aberration Check for you.
3: Some Telepaths have the Talent Induce
Aberration, which can temporarily induce
Aberrations in their victims. While this is not the
nicest thing to do, it is still very effective.
Aberration Checks
If Pushing a Talent into Health (or Stun for
Clairvoyant Talents), the GM makes an Aberration
Check for the character.
An Aberration Check consists of taking the
characters Potential x 2 and subtracting the
characters Mental Resistance from the Mark.

As mentioned above, there are two types


of Aberrations; General and Situational, and
they affect your character in two different ways
depending upon which one you have managed to
acquire.
General Aberrations are a break or bend in
the mind that is always riding along with you. A
General Aberration can be something as simple as
mild Paranoia or as nasty as Schizophrenia.
A General Aberration is always on and
can rear its head at any time the character is in
a stressful situation. This is a prime opportunity
for some creative role-playing, and the player may
choose to act out the General Aberration when and
if they see fit. However, there are times when the
GM may feel that the Aberration may play a role
whether it is convenient to the character or not.
The Mark for seeing if a Situational Aberration
takes effect is your (Willpower+Mental
Resistance). If you succeed at the roll, you have
managed to keep it together, and the Aberration

Chapter Three: System

remains a nagging simmer in the back of your


mind.
If on the other hand, the roll fails, the
Aberration in question takes effect, and you take a
penalty to all actions equal to your total Ranks in
that specific Aberration.
EXAMPLE
Tonys character has a whopping 4
Aberrations. Some are General and some are
Situational. One of these is arachnophobia at
a Rank: 3, and much to Tonys dismay, he has
just encountered a Chimera with a spider-like
appearance.
The GM decides that Tonys fear of spiders
is likely to surface under the circumstances.
Since Tonys Willpower is a 5 and his Mental
Resistance is 4, the Mark to resist the effects of
the Aberration is 9..
If Tony rolls a 9 or less, his character holds
his fear of spiders in abeyance. If he fails the
roll, the Aberration is going to make any action
his character takes very difficult.
Tony rolls a 13. Whoops. It looks like he
missed his Mark and his character is having
some issues with the furry eight-legged beastie.
All of his actions are at a 3 until the Chimera is
dead, Tony is dead, or Tony runs away.
Aberrations
While there are a number of different
Aberrations listed below, this is not an exhaustive
list. There are nearly as many types of mental/
emotional disorders as there are humans on the
planet.
Be creative with your Aberrations. Just
remember that Situational Aberrations should be
something that will adversely affect your rolls,
while General Aberrations cause difficulties with
interaction and thus present more of a challenge
in role-playing.

Situational Aberrations
Post Traumatic Stress - Anxiety disorder, which
results from a traumatic experience that
focuses on a specific incident.
Delusion of Reference - The person believes
that insignificant remarks, events, or objects
personal meaning or significance. I.e. A
person may believe they are receiving special
messages from newspaper headlines.
Delusion of Control - This is a belief that
an external force controls one's thoughts,
feelings, impulses, or behavior.
Separation Anxiety - Excessive levels of anxiety
due to separation from specific people or
places.
Social Anxiety - Anxiety of public scrutiny.
Obsessive compulsive Repetitive obsessions
(intrusive or distressing thoughts or images)
compulsive urges to perform specific acts/
rituals).
Phobias
By far the most common type of Situational
Aberration, Phobias are easily defined as the
irrational fear of a specific situation or thing.
The very small selection of Phobias below
is only a handful of what awaits you should you
develop a Phobia as your Situational Aberration.
Achluophobia Fear of darkness.
Agoraphobia -Anxiety about escape of place or
situation that is difficult or embarrassing.
Androphobia Fear of men.
Brontophobia- Fear of thunder and lightning
Cleptophobia- Fear of stealing.
General Aberrations
Atypical Depressions Symptoms include
excessive comfort eating or sleeping, a leaden
quality in the limbs, weight gain, and passive
anti-social behavior.

Chapter Three: System

107

108

Melancholic Depression Symptoms include


pronounced feeling of grief or loss and being
unable to experience pleasurable stimuli.
Catatonic Depression Symptoms include mute
and stupor like behavior exhibits purposeless
and erratic movements.
Grandiose Delusion The person is convinced
they have special powers, talents, or abilities.
Sometimes, the individual may actually
believe they are a famous person or character
(i.e. a rock star or Christ)
Paranoid Disorder Irrational mistrust of others
Schizoid Disorder Complete lack of interest in
forming social relationships.
Antisocial Disorder Strong disregard for the
law and others
rights
Borderline
Personality
Disorder
Extreme
black
and white
thinking
Histrionic
Disorder
excessive
attention
seeking
through
inappropriate
sexual
behavior
and
shallow,
exaggerated
emotions.
Narcissistic Disorder need for
admiration and lack of empathy with others.
Avoidant Disorder Social inhibition, feeling
inadequate, very sensitive to negative
evaluation.
Dependent Disorder Psychological
dependence on others.

Heat, cold, radiation, and electricity: these


conditions can have a highly destructive impact
upon humans and Ciphers alike. Anytime you
encounter an environment that can cause harm to
the human body, the potential damage is qualified
by two attributes: Size and Intensity.
Size denotes a variable amount of your body
that the exposure covers. The objective size of
the exposure conditions is unimportant once the
entirety of a persons body is covered.
Size of exposure conditions has a range of 1-5.
Size is a relative rather than an objective
measurement. It is a reflection of how much of
your body is effected by the Exposure. A Size of
1 is roughly equivalent to the flame of a pocket
lighter, covering an area the size of a coin, while a
Size 5 Exposure covers your entire body.
Intensity
is how much
heat, cold,
rads or joules
you are

Exposure
With the Psychokinetic disciplines of
Pyrokinesis and Cryokinesis, it becomes
vital to understand exactly how exposure to
certain conditions can affect you.

Chapter Three: System

exposed to. Like Size, Intensity has a range from


1-5.
To determine how much damage you take
from exposure conditions, simply add the Size
of the exposure to the Intensity. The total is the
amount of Health damage you take each Round
(10 seconds) you are being exposed.
A note on fire:
There are, unfortunately, times when you have
to choose between realism and game balance.
Dealing with fire as damage is one of those times.
In the Vector System, Fire Damage over time
is treated as follows:
The initial damage from coming into contact
with the flame is equal to (Size + Intensity) as
normal, but both the size and intensity are 1x1 for
every subsequent Round until extinguished.
If the fire is attached to a combustible material
(gasoline, alcohol, etc) the GM may rule that the
(Size + Intensity) remains the same until the fuel
is depleted, but under normal circumstances it will
downgrade to 1x1.
Fatigue
There may come a time when you have to
abstain from sleep for a period of time. The human
body can only stay awake for so long.
After 24 hours without sleep, a
(Willpower+Vitality) roll is required to remain
awake. A failed roll results in the character falling
unconscious until they have recovered at least 1
Stun point. Remove 1 point of Stun whether or not
you succeed at the roll.
This roll is required for every subsequent
4-hour period that you remain awake. Each roll is
accompanied by a loss of 1 Stun regardless of the
success or failure of the roll.
Take Wound Penalties into account when
making Fatigue checks.
Usage of the Biokinetic Talents Boost Physical
Attribute and Second Wind can come in handy
when you need to stay on your feet.

Drugs
There are a wide variety of drugs and chemicals
that you may run across in the World of Cipher.
Anything from over-the-counter medication to
street drugs to that nasty concoction the DAEMON
agents like to inject you with before they toss you
into their van and speed away.
Every drug has three different factors attached
to it: Effect, Toxicity, and Period.
The Effect of any drug or substance introduced
into your system; be it ingested, injected, inhaled,
or applied dermally; is a description of what it
does to you. In most cases, this will be defined
in game terms, as in -2 to all actions or-1 to all
Wits rolls. However, some drugs have a more
dramatic Effect, which will require more in the
way of role-playing on the part of the player and
the GM than any dice rolling.
The Toxicity of any particular drug ranges
from 3-20, with the low end of the range being
something very easily shaken off, and the high
end representing a substance that is likely to affect
even the hardiest of individuals.
To determine if a particular drug, toxin, or
other substance will take effect on you, the GM
takes the Toxicity of the drug and subtracts the
individuals Physical Resistance to get the Mark.
Make a roll of 2d10. If the roll is equal to or less
than the target, the Effect is applied.
(Toxicity-Physical Resistance)
Period is the increment of time that the
drugs Effect has an influence upon you. Period is
extremely variable. Some street drugs only affect
the user for as little as 15 minutes per dosage,
while hospital strength substances can have a
Period of up to a day.
Every drug has a Side Effect: a secondary
Effect that occurs after the Period of the drug has
expired. Each Side Effect is different, and some
can occur while the user is experiencing the Effect
of the drug while others experience the Side Effect
once the Period has expired.

Chapter Three: System

109

Occasionally an individual may possess a


better than average tolerance to chemicals, such
as a Cipher with Biokinetic Talents. In such
cases, additional doses may be required to get the
desired Effect. If a second or even a third dose
of a drug or toxin is given before the Period has
expired, the GM makes the roll again and adds a
+3 to the Toxicity modifier of the drug for each
additional dose given. Add the Period to itself for
each additional dosage given at the same time.
Additional doses = +3 to Toxicity
Stimulants

110

Stimulants are drugs that provide, through


a variety of physiological means, increased
wakefulness, and energy. Some, like caffeine, are
mild and relatively harmless. Other stimulants can
give the user an extraordinary amount of energy,
but generally at a cost.
Example
Cocaine: Cocaine is a very potent drug that
derives from the coca plant and comes in
a variety of forms. Its use makes the user
extremely energetic and agitated at the same
time.
Effect: Cocaine adds a +1 to Reaction, Physical
Resistance, and Potential.
Period: A single dose of cocaine lasts for 15
minutes.
Toxicity: 15
Side Effect: After the Period expires; the
user experiences a -1 to Reaction, Physical
Resistance, and Potential for a period of 1 hour
Depressants
Depressants are actually the most common
form of drug available in the 21st Century. From
alcohol to Vicodin, you can acquire a depressant
as simply as walking down the street or seeing
your family doctor.
Depressants have the positive effects of dulling
pain, but this comes at the cost of numbing your

senses and having a detrimental effect on your


reflexes.
Example
Morphine: Morphine is commonly used in
hospitals as a painkiller and aide to sleeping.
Unfortunately, DAEMON also frequently
uses this drug to aide in subduing Ciphers.
Effect: Morphine provides a numbing effect
to those in pain. As such, anyone under the
effects of Morphine may ignore all Wound
Penalties for the Period of the drug.
Period: A single dose of Morphine lasts for
approximately 4 hours.
Toxicity: 13
Side Effect: When under the effects of Morphine,
make a Fatigue Check (Willpower+Vitality)
subtracting any Wound Penalty modifiers
as well as the Toxicity of the amount given.
Should you remain conscious; you take a -2
to Reaction, and all Skill Rolls. If given to a
Cipher, the Potential is reduced by 2 Ranks.
Hallucinogens
Hallucinogens are widely popular among
the youth of America as recreational drugs, but
certain cultures have also used them for centuries
to achieve a transcendental state.
This type of drug induces hallucinations,
sometimes to all five senses at the cost of a loss
of competence as the user attempts to assimilate a
variety of strange stimuli.
Example
LSD: LSD, or Acid, is readily obtainable illegally,
and is one of the more potent hallucinogenic
drugs available.
Effect: The use of LSD increases a Ciphers
Potential by 1 for the Period of the drug.
Period: A single dose or hit of Acid lasts for
6 hours.
Side Effect: While under the effects of LSD,
the user experiences a -2 to all Rolls unless
the Roll is a Talent activation or being used

Chapter Three: System

as part of the usage of a Talent (i.e. Fine


Manipulation, etc).
This is not a total listing of the drugs available,
but merely examples to give the GM an idea of
how different types of drugs tend to work. GMs
are encouraged to extrapolate from the examples
whenever a different type of drug is called for
within the context of the game.
Falling
Gravity being what it is, falling from a great
height can be detrimental to your physical wellbeing.
A fall of a few feet is unlikely to do much
damage to you, but the greater the height you fall
from, the more it hurts.
For every 2 feet you fall, apply 1 point of Stun
Damage.
When you take falling damage, make an
(Agility+Athletics) Roll (Gymnastics, Tumbling,
and Climbing are examples of possible Skill
Focuses that can be applicable in a falling situation).
If the (Agility+Athletics) Roll is successful, apply
only half of the damage. You managed to roll with
the impact, mitigating the severity of the damage.

Object Durability
When playing Cipher, it is frequently necessary
to know how much damage an inanimate object
can take, and how much damage it deals when
used as a weapon.
While living creatures have two damage tracks
(Health and Stun), inanimate objects have a single
track: Durability.
Durability serves a dual role with a single
number. The Durability Rating of an object is its
Damage Track, and half of its Durability (rounded
up) is the Damage Rating when using the object
as a weapon.
Sample Objects
1-Glass Window
2-Wooden 2x4
3-Wooden Chair
4-1 thick Aluminum
5-Wooden Door
6-Brick
10-Manhole Cover
11-Lamppost
12-Metal Door

Weaponry

here is a vast amount of items in the 21st


century that can cause harm to a person.
There are also a number of devices that have been
intentionally designed to inflict damage to the
human body.
Since not everyone is a Cipher and not all
Ciphers have Talents that can directly harm
individuals, here is a list of standard common
weapons.
Melee
Brass Knuckles: Name pretty much says it all
Wooden Bat: Batter up!
Aluminum Bat: Ping!

Pocket Knife: Practical tool, that can be deadly


Survival Knife: Rambos utility knife of choice
Machete: Good for cutting down brush or people,
you know which ever
Hatchet: Saplings and human limbs beware
Fire Axe: For those times when you need to make
emergency ventilation in some ones skull
Short Sword: Covers the myriad of cultural blades
between 20 and 34 inches over all length
Long Sword: Coming to a highlander near you,
bastard swords, kabanas and two handers fall
into this category.
Non-Lethal

Chapter Three: System

111

Stun Gun: A melee disabling weapon, stuns a


target long enough for a person escape. Half
stun damage fades in 30 seconds.
Improvised Melee

112

Broken Bottle: Easy to find in any bar, trailer park


or side of the highway
Crow Bar: Good for breaking in, a safe, a door or
a skull its up to you
2x4x4: Four foot chunk of wood, yep cavemen did
it why shouldnt you?
Pool Que: Rack em up, likely only good for one
whack.
Jumper cables w/battery: What the hell is wrong
with you?!
Garden Shears: Just take a little off the top
Chain Saw: Voted most likely to evoke a Holy
shit, Oh my God, or Fuck from even the
most stalwart foe!
Tamping Bar: A great tool for compacting earth or
meat, handy really.
Claw Hammer: Careful it might get stuck
Sledge Hammer: Unwieldy on the best of days but
damn if you hit.
Post hole digger: Just wait! Once you impale
them you can spread the handles for the real fun.
Frying Pan: Pong!
The Human Body As A Weapon
If using a human body as a weapon, the
Damage Rating is equal to the bodys Physical
Resistance in Stun Damage.
Thrown
Rock 8oz: Really?
Small Throwing Knife: Pen size and shaped, not
mightier than the sword however.
Large Throwing Knife: The size of a mans forearm
pointy and well balanced.
Throwing Axe: Nothing like the nice grissely
thwack of an axe hitting meat from 10 feet away.
Javelin: Pointy, long and thrown what else is there
to say?

Bows
Recurve: Standard long bow style
Compound: The break point on these modern
bows allows for very low strain aiming and the
use of lighter composite arrows propelled by
high draw weights
Crossbow, 150lbs Draw: Compact easy to load
and carry
Crossbow, 200lbs Draw: Hope you sprung for the
foot pull attachment there muscles!
The range for bows assumes a direct line of
sight, or a shot taken from minor elevation above
the target. If many archers are present and firing in
unison, flights of arrows can target an area at triple
the maximum range.

Firearms
Firearms are a familiar part of American
culture. As such, we offer a wide variety of
pistols, rifles, and the like. There is also a listing
for Military weaponry, which have been included
so you can properly outfit your DAEMON and
military NPCs. It should be very difficult for any
Cipher without the proper connections to acquire
military grade weaponry.
Pistols
Ruger 22 MK-4: More of a target pistol than a
combat weapon this accurate pistol leaves much
to be desired in damage potential
H&R 930: The H&R 930 is more likely to be
found in a farmers closet than a gun store, good
for snakes not so much for people.
Glock 25: Using an automatic equivalent of
the .38 caliber round the higher capacity and
improved accuracy put this weapon well above
the 38 special including price.
38 Special: A classic; cheap, readily available and
easy to use. Also the Saturday night special is
easy to pocket.
Beretta M9: Harkening back to the good old days
of action movies. The M9 is everything a 9mm

Chapter Three: System

is supposed to be slick, black and brimming


with bullets.
Glock 26: A high tech take on the classic 9mm,
compact and nigh undetectable to most security
systems. The Glock 26 trades range and capacity
for concealability
S&W 357 Mag: The police fire arm of choice in
the 70s and 80s with the four inch barrel the
357 achieved a descent balance between weight,
accuracy and firepower.
Medusa: Its said that variety is the spice of life.
The Medusa is compact and can shoot damn
near any bullet you will find. What more could
you ask for?
USPSA P16: Sleek, beautiful and deadly this is
the end game for the .40 caliber pistols; accept
no substitute.
Beretta - Px4 Storm: This is an awe inspiring
blend of fire power and stealth
S&W 1911A: This is were it all started for the .45
cal in the US military. This is most likely the
gun you think of when you hear .45 caliber.

Glock 36: How do you make .45 really scary?


Make it sub-compact! Fits in the palm and
still gives you the confidence that you possess
enough fire power to take some ones head clean
off.
S&W 44 Mag: You feel lucky punk, well do ya?
8 inch barrel and was once touted as the most
powerful handgun on the planet.
Desert Eagle: The only thing your opponent
will do when you level this nickel plated death
cannon on them is beg, cry, and excrete not
necessarily in that order.
S&W Model 500ES: A survivalist tool, you know,
for when the rampaging body armored Kodiak
bear comes running at you with a riot shield. Its
2 1/2 inch barrel plays hell with the accuracy
though.
Rifles
Henry Golden Boy: Fun for plinking around the
farm and the target range the lever action Golden
boy is reminiscent of the old cowboy rifles.
Ruger 10/22 Exotic: Professional target and small
game hunting the 10/22 is a common low caliber
rifle that is easy to customize.
Remington M798: Young Jeffreys first hunting
rifle. It will take down medium game with little
issue.
Savage 114U Ultra: A common hunting rifle great
for deer and bear.
Winchester 300 Short Mag: This hunting rifle will
effectively kill any game in the Americas.
Ruger M77: For the hunter who cant be bothered
with white tail dear, this is for larger prey
effective against buffalo, moose, and possibly
even elephants.
416 Weatherby: .400 Caliber is reserved for
dangerous game such as rhinos, charging
elephants and lions. When you need to drop
a target in one shot, this is it for the civilian
market.

Chapter Three: System

113

Weapons List
Melee
Punch
Kick
Headbutt
Brass Knuckles
Wooden Bat
Aluminum Bat
Pocket Knife
Survival Knife
Machete
Hatchet
Fire Axe
Short Sword
Long Sword

Damage
Accuracy
+0
Str mod S
-1
Str mod+1 S
-1
Str mod+1 S
+0
Str mod+1 S
+1
Str mod+1 S
+1
Str mod+2 S
+0
Str mod H
+0
Str mod+1 H
+0
Str mod+2 H
+0
Str mod +1 H & P
-1
Str mod+2 H & P
+1
Str mod+2 H
+1
Str mod+3 H

Conceal
NA
NA
NA
+2
-1
-2
+3
+0
-1
-1
NA
-2
NA

Thrown
Rock - 8oz
Small Throwing Knife
Large Throwing Knife
Throwing Axe
Javelin

114

Bows
Recurve
40lbs Draw
60lbs Draw
Compound
50lbs Draw
75lbs Draw
Crossbow
150lbs Draw
200lbs Draw

Range

Accuracy

Price
Free
Free
Free
$20.00
$25.00
$40.00
$10.00
$50.00
$30.00
$20.00
$50.00
$200.00
$400.00

Range
Str x4 in yrds
Str x3 in yrds
Str x2 in yrds
Str x2 in yrds
Str x5 in yrds

Damage

Conceal

Improvised Melee
Broken Bottle
Crow Bar
2x4x4
Pool Que
Jumper cables w/battery
Garden shears
Chain Saw
Tamping bar
Claw hammer
Sledge Hammer
Post hole digger
Frying Pan

Accuracy
Damage
+0
Str mod S
+0
Str mod H
+0
Str mod +1 H
-1
Str mod +2 H
+1
Str mod +2 H & P

Price

20/40/60
20/40/60

+0
+0

Str mod +1 H
Str mod +2 H

NA
NA

$200.00
$300.00

20/40/60
20/40/60

+1
+1

Str mod +2 H
Str mod +3 H

NA
NA

$200.00
$400.00

40/80/120
40/80/120

+1
+1

Str mod +3 H & P


Str mod +4 H & P

NA
NA

$300.00
$500.00

Pistols
Ruger 22 MK-4
H&R 930
Glock 25
38 Special
Beretta - M9
Glock 26
S&W 357 Mag
Medusa
USPSA P16
Beretta - Px4 Storm
S&W 1911A
Glock 36
S&W 44 Mag
Desert Eagle
S&W Model 500ES

Rifles
Henry Golden Boy
Ruger 10/22 Exotic
Remington M798
Savage 114U Ultra
Winchester 300 Short Mag
Ruger M77
416 Weatherby

Action
Semi-Auto
Revolver
Semi-Auto
Revolver
Semi-Auto
Semi-Auto
Revolver
Revolver
Semi-Auto
Semi-Auto
Semi-Auto
Semi-Auto
Revolver
Semi-Auto
Revolver

Action
Lever
Semi-Auto
Bolt
Bolt
Bolt
Bolt
Bolt

Caliber
.22
.22
.380
.38
9mm
9mm
.357 Mag
.38/.380/.357/9mm
.40
.40
.45
.45
.44 Mag
.50
.50

Caliber
.22
.22
.243
.270
.300
.350
.400

Cap
10
9
9+1
6
14+1
9+1
6
6
12+1
9+1
9+1
5+1
6
8+1
5

Cap
15
20
4+1
4+1
4+1
3+1
3+1

Accuracy
+0
+0
+0
+0
-2
-1
-2
-3
+0
-2
-3
+1

Range
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
10/25/50
5/15/25

Range
25/50/150
25/50/150
50/150/300
50/150/300
75/225/450
100/250/500
100/250/500

Damage
Str mod H
Str mod +2 H or S
Str mod +2 S
Str mod +1 S
6S&3H
Str mod +2 H
6H
Str mod +4 H or S
Str mod +1 H or S
Str mod +5 S
Str mod +3 H or S
Str mod +1 S

Conceal
+1
+2
+0
-1
NA

Conceal
NA
NA
NA
NA
NA
NA
NA
NA
-1
NA
NA
NA

Price
Free
$40.00
$5.00
Free - $250.00
$20.00
$45.00
$200.00
$75.00
$25.00
$50.00
$50.00
$30.00

Price
Free
$20.00
$40.00
$20.00
$100.00

Non-Lethal
Stun Gun

Accuracy
-1

Accuracy
+1
+1
+0
+0
+0
+0
+1
+0
+0
+0
+0
+0
+1
+0
-1

Damage
1H&1S
1H&1S
2H&1S
2H&1S
2H&2S
2H&2S
2H&3S
2 H & 1/2/3 S
3H&3S
3H&3S
3H&4S
3H&4S
3H&3S
4H&4S
4H&4S

Conceal
+0
+1
+1
+2
-1
+2
+0
+1
-1
+2
+0
+1
-3
-3
+0

Price
$250.00
$150.00
$550.00
$200.00
$650.00
$650.00
$350.00
$400.00
$2,000.00
$850.00
$550.00
$1,000.00
$400.00
$1,200.00
$1,200.00

Accuracy
+2
+2
+2
+2
+2
+2
+2

Damage
1H&1S
1H&1S
4H&4S
5H&4S
6H&4S
7H&5S
8H&5S

Conceal
NA
NA
NA
NA
NA
NA
NA

Price
$200.00
$300.00
$500.00
$600.00
$800.00
$900.00
$2,000.00

Chapter Three: System

Damage Conceal
10 S
+2

Price
$100.00

Shotguns (Buck Shot)


Remington Model 1100
Mossberg Bantum
Weatherby PA-08
Mossberg BPS Hunter III
Winchester Model 101
Mossberg BPS HC
Mossberg BPS Hunter
Shotguns (Slug)
Remington Model 1100
Mossberg Bantum
Weatherby PA-08
Mossberg BPS Hunter III
Winchester Model 101
Mossberg BPS HC
Mossberg BPS Hunter

Action
Pump
Breach
Pump
Pump
Over Under
Pump
Pump

Gauge
.410
.410
.20
.16
.12
.12
.10

Action
Pump
Breach
Pump
Pump
Over Under
Pump
Pump

Shotguns (Sabot Slug)


Weatherby PA-08
Mossberg BPS HC
Mossberg BPS Hunter

Gauge
.410
.410
.20
.16
.12
.12
.10

Action
Pump
Pump
Pump

Explosive Compounds Radius

Cap
4+1
1
4+1
4+1
2
4+1
4+1
Cap
4+1
1
4+1
4+1
2
4+1
4+1

Gauge
.20
.12
.10

Damage

Conceal

Cap
4+1
4+1
4+1

25yrds

5H&6S

+2

NA

1 Kilo TNT

20yrds

4H&5S

-2

NA

1 Kilo Simtex

30yrds

6H&7S

+0

NA

Radius

Range
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50

Accuracy
+0
+0
+0
+0
+0
+0
+0

Range
25/50/100
25/50/100
25/50/100

25yrds

4H&5S

Fragmentation Grenade

15yrds

Concussion Grenade

20yrds

Flash Bang

15yrds

10 S

50yrd cone

6H&7S

Intensity of Event

1,1

2
3
4
5

2 ,2
3 ,3
4 ,4

Conceal
NA
NA
NA
NA
NA
NA
NA

Damage
3H&4S
5H&6S
6H&7S

Conceal
NA
NA
NA

Range

Conceal

Price
$200.00
$150.00
$350.00
$500.00
$550.00
$550.00
$600.00
Price
$200.00
$150.00
$350.00
$500.00
$550.00
$550.00
$600.00
Price
$350.00
$550.00
$600.00

Price

Str x5 in yrds

+1

regional

3H&4S

7/3/2 L

Str x5 in yrds

+1

NA

5H&6S

2/1/0/0 L

Str x5 in yrds

+1

NA

Str x5 in yrds

+0

NA

-2

NA

NA
8/6/5/4/3/2/1/0 L

NA

Max Speed Agility Structure


90 mph
7
3
120 mph
6
3
140 mph
5
4
140 mph
5
4
180 mph
7
3
140 mph
6
4
110 mph
5
3
120 mph
5
3
120 mph
5
4
130 mph
5
6
120 mph
6
5
130 mph
5
5
130 mph
4
6
110 mph
3
7
100 mph
2
6
40 mph
3
7

D irec t Elem ent al D am age


0 ,0

Conceal
NA
NA
NA
NA
NA
NA
NA

NA

Example vehicles Safe Speed


Sub-compact
50 mph
Compact
60 mph
Sedan
70 mph
Luxury
80 mph
Modern Sports car
100 mph
60's Sports car
80 mph
Mini Van
55 mph
SUV - Small
55 mph
SUV - Medium
65 mph
SUV - Large
65 mph
Truck - Small
65 mph
Truck - Medium
70 mph
80 mph
Truck - Large
Big rig truck
65 mph
RV/Bus
55 mph
Tractor/Bull dozer
20 mph

Size of Event

Damage
2/2/1 H & 2/1/1 S
2/2/1 H & 2/1/1 S
3/2/2 H & 3/2/2 S
4/3/2 H & 4/3/2 S
5/3/2 H & 5/3/2 S
5/3/2 H & 5/3/2 S
6/4/2 H & 6/4/2 S
Damage
2H&3S
2H&3S
3H&4S
4H&5S
5H&6S
5H&6S
6H&7S

Accuracy
+1
+1
+1

Explosion Damage Shrapnel Damage

Stick of Dynamite

Claymore

Accuracy
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2

Price

1 Kilo C-4

Explosive Devices

Range
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25

Example Events
Pocket lighter
0,1
Setaline torch
3,1
Bon fire
2,3
Flame thrower
3,2
Large lava flow
5,5
5,2
Venting LN 2
Gamma rad stream
5,0
Electric wall socket
3,0
Lightning Strike
4,3

115

Engine Structure
2
2
2
2
2
2
2
2
2
3
3
3
3
4
3
4

Exposure
Temperature Duration Damage
130F
1Hr
2H
120F
1Hr
3S
110F
1Hr
1S
70F +/- 30F
-----0
30F
1hr
1S
20F
1hr
2S
10F
1hr
1H
0F
1hr
2H

5 ,5

Chapter Three: System

15:112

Assault Rifles

Action

M-4 Carbine

3 rnd Burst/ Semi Auto

Cap

Range

Damage

Conceal

Price

30

50/100/200

Accuracy
+1

4H&4S

NA

NA

M-16

Full Auto/3 rnd Burst/ Semi Auto

5.56x45mm Nato

30

100/300/500

+2

4H&4S

NA

NA

AK-47

Full Auto/3 rnd Burst/ Semi Auto

7.62x39mm Nato

30/40/75

100/300/500

+1

5H&5S

NA

NA

QBZ-95

Full Auto/3 rnd Burst/ Semi Auto

5.8x42mm DBP87

30/70

100/200/400

+2

3H&3S

NA

NA

FN SCAR-H

Full Auto/3 rnd Burst/ Semi Auto

7.62x51mm Nato

30

100/300/500

+1

5H&5S

NA

NA

SMG's

Action

Caliber

Cap

Range

Accuracy

Damage

Conceal

Price

Uzi 9mm

Full Auto/3rd Burst

9mm

30

10/20/30

-1

2H&2S

-1

NA

Mac 10

Full Auto/3rd Burst

.45 ACP

30

30/60/90

-2

3H&4S

NA

NA

3 rnd Burst

9mm

20

10/15/25

-1

2H&2S

+1

NA

FN P-90

Full Auto/3 rnd Burst/ Semi Auto

5.7x28mm

50

25/75/150

+0

4H&2S-P

NA

NA

H&K MP5

Full Auto/3 rnd Burst/ Semi Auto

10mm

15/30

25/50/100

+0

4H&3S

NA

NA

Beretta 93R

Sniper

Action

Cartridge

Cap

Range

Accuracy

Damage

Conceal

Price

M40

Bolt

7.62x51mm Nato

5+1

250/500/1000

+3

6H&6S-P

NA

NA

M24

Bolt

7.62x51mm Nato

200/400/800

+2

6H&6S-P

NA

NA

Barrett M82

Bolt

12.7x99mm Nato .50 Cal

10+1

500/1000/2000

+2

8H&8S-P

NA

NA

Auto Shotgun

116

Cartridge
5.56x45mm Nato

Action

Gauge

Cap

Range

Accuracy

Damage

Conceal

Price

SPAS12

Full Auto/3 rnd Burst

.12

9/20

10/20/30

+0/+1/+2

5/3/2 H & 5/3/2S

NA

NA

MPS Auto Assault (Buck Shot)

Full Auto/3 rnd Burst

.12

9/20

10/20/30

+0/+1/+2

5/3/2 H & 5/3/2 S

NA

NA

MPS Auto Assault (Sabot Slug)

Full Auto/3 rnd Burst

.12

9/20

25/50/100

+1

5H&6S-P

NA

NA

MPS Auto Assault (Explosive load)

Full Auto/3 rnd Burst

.12

9/20

25/50/100

+1

4H&5S-E

NA

NA

Shotgun
Remington Model 1100: A basic small game
shotgun, not much to see hear move along.
Mossberg Bantum: Little Timmys first shotty,
great for close range varmint killing.
Weatherby PA-08: Great for a variety of game
birds and skeet shooting.
Mossberg BPS Hunter III: As useful as any other
pump shotgun, except for the rarity of the
ammunition. Most people dont find a need for a
middle gauge between 12 and 20.
Winchester Model 101: Mostly used for skeet and
target shooting the over under design leaves
allot to be desired in combat.
Mossberg BPS HC: This is the likely what
most people think of when they hear the word
shotgun, its great at close range spontaneous
limb removal.
Mossberg BPS Hunter: Like the 16 gauge this
behemoth is hard to find ammo for but your

opponent will be screaming What the fuck was


that!? when you fire it.
Shotgun Ammunition
Shot: Many smaller balls fired from a single shell.
Harder to miss a close target but harder to hurt
a distant one.
Slug: Using slugs basically turns the shotgun
into a short range rifle that happens to propel
soft wads of lead instead of refined and pointy
bullets.
Sabot: A plastic ring at the base of a projectile
that makes the projectile conform to the rifling
grooves of a gun.
Exploseive: Shotty now with explosive ammo
action. Does its damage in a 2 Yard radius
Machine Guns
M240, MG4, and XM312: Medium and Heavy bipod machine guns have the distinct advantage
over assault rifles in that they can spray an area
two times the size of a normal full auto weapon.

Chapter Three: System

On the other hand they typically take at least


one other person to manage the ammo belt.
Assault Rifles
M-4 Carbine: The modern replacement for the
M-16. This weapon improves on all of the faults
of the M-16 and is more versatile due to its
compact size
M-16: The first new assault rifle since WWII,
while it was powerful and accurate it would jam
if a bit of dust happened to notice it, also breaks
down into many parts
AK-47: To quote Samuel L Jackson When you
absolutely positively
have to kill every
mother fucker in
a
room
except
no
substitute..
Affordable
easy
cleaning and break
down.
QBZ-95: A French
take on a Chinese
rifle, while they
improved on many
of the failures of the
Chinese counterpart
this rifles biggest
failure is in its lack
of stopping power.
FN
SCAR-H:
A
Belgium
rifle,
considered by many
to be the most potent
assault rifle in use
today.

size of the gun its no wonder why this SMG is a


party favorite.
Mac 10: Building on the success of the Uzi, gun
manufactures decided to improve on the design
and make it shoot bigger bullets. The unwieldy
barrel makes this SMG woefully inaccurate.
Beretta 93R: You know the automatic pistols you
see in the modern action moviesyeah its kind
of like that.
FN P-90: A masterpiece of modern firearms design,
the P90 is compact accurate and powerful with
90% of the bullet energy making to the target
this packs a big punch in a small round.

SMGs
Uzi 9mm: Compact
and simple, with a
clip nearly twice the

Chapter Three: System

117

H&K MP5: Pushing the border of SMG and


assault rifle the MP5 has seen action on every
continent and is still very popular for mixed
environment combat.
Sniper
M40: Superior rifle design and scope technology
allow the 7.61x51 Nato to really reach out and
touch some one, though the round looses a little
umff en-route
M24: With a shorter barrel than the M40 the M24
is a more friendly travel companion but shaves
a little off the range.
Barrett M82: Oh dear god please dont point that
at my tank!
Non-Lethal
Taser: Short range disabling weapon, stuns a target
long enough for law enforcement to step in and
restrain. Half stun damage fades in 30 seconds.

118

Explosives
Explosives are incredibly deadly and
dangerous. The rules for explosive however, are
simple and straightforward. The Damage Rating
for an explosive device or substance is the Radius,
in 5-yard increments that the explosion will affect.
The actual Damage inflicted by the explosion
drops by one for every 5-yard increment beyond
ground zero.
Explosive Compounds
1 Kilo C-4: Stable, powerful and comes in preportioned little sticks so even an idiot can use it.
1 Kilo TNT: Loose grainy powder with a distinctive
odor even the human nose can pick up, doesnt
help that a small spark could make your day
pretty bad either
1 kilo Simtex: Cheap and easy to find on the black
market it is also nigh undetectable which makes
it quite popular with rebels and extremists. Get
caught with it, be sure your affairs are in order.
Explosive Devices
Stick of Dynamite: From cowboys to crooks sticks
of dynamite are a favorite; a lot of boom in a little
package, keep it out the sun and temperatures
exceeding 80 degrees. Safety tip if it starts to
sweat..run!
Fragmentation Grenade: Looks like a small
pineapple but instead of being a tasty treat its a
deathapple killing and maiming all who would
try to get at its fruity center
Concussion Grenade: Best in tight spaces as it
uses the concussive force of the explosion to
liquefy the targets innards rather then pesky bits
of flying metal
Flash Bang: Not technically a grenade it flashes
7 million candela and Bangs at 170dbs which
blinds for 20 seconds and deafens for 60.
Claymore: Front towards enemy!
Example

Chapter Three: System

A kilo of C-4 does 5 points of Health Damage


and 10 points of stun damage to anything within
the initial 5-yard Radius.
At 6 to 10-yards from the explosion, the
Damage is reduced to 4 points of Health and 8
points of Stun, and so on.

Mark, heavy rain imposes (-2) Heavy fog (-3),


moderate snow (- 2).
For every 30mph difference in vehicle velocity,
apply a (-1) modifier to the Mark when shooting at
a moving target.
Example vehicles

Vehicles

Experence Points
Gaining Experience Points

Structure
A car's Structure rating is treated as armor
for the occupants of the vehicle. Additionally all
occupants are considered under partial cover. All
attempts to attack a person inside of a vehicle have
a 1 imposed on the Mark to Attack.
Shooting Tires
Imposes a -1 to the Mark before any velocity
and environmental penalties, and applies a -2
penalty to the agility of the vehicle for each tire
damaged.
Shooting The Engine
Before affecting the Engine Structure, you
must overcome the vehicles Structure.
When the engine takes its Structure rating
in damage, the vehicle will continue to run for a
number of minutes equal to its Engine Structure.
Each additional increment of damage shaves a
minute off.
Vehicle Agility
A vehicle enjoys its full Agility score as long as
it is not exceeding its safe operating speed. Once
you exceed the safe operating speed, subtract 1
from the vehicles Agility for every 20 mph over
the safe speed.

Environmental Conditions
These will largely be left up to the GM's
discretion, but here are some examples. Moderate
rain or light fog imposes a (1) penalty to the

Each session, the GM can award up to 200


Experience Points (XP).
Since it can be difficult to arrange schedules
around a gaming session, each player should get
50 XP for simply arriving and participating.
After the initial 50, it is up to the GM to
adjudicate how much additional XP each player
gets for a particular session.
We are not going to give you an extensive chart
for how to award the rest of the XP. In general, the
GM should award points for good role-playing,
effective plans, and our personal favorite, humor.
Getting together and playing a role-playing game
is all about having fun, and if a player makes a
wisecrack or joke that gets the whole group
rolling, they deserve recognition for that.
The Reward vs Cost values are intended for
players to advance their characters at a fairly
quick pace. Should your group decide to play a
lengthy campaign of Cipher (12 or more months),
it is recommended that you cut the XP by 25-50%.
Spending Experience Points
Experience Points can only be spent to advance
your character between sessions unless your GM
allows otherwise.
When you purchase the first Rank in a new
Form with Experience Points, the player may
select one Threshold Talent within that Form and
place one Rank in that Talent.
Purchasing additional Ranks in Forms does
not give extra Ranks in Talents. Those must be
purchased separately.

Chapter Three: System

119

It is recommended, but not required, that the


character have some training or exposure to a
Skill or Focus before advancing it in Ranks. This,
of course, is up to the GM to decide.
These are the XP costs to advance your traits:
Primary Attributes:
New Rank x 50
Skills:


New Rank x 25

Skill Focus:

New Rank x 10
Potential:
New Rank x 50
Form:


New Rank x 25
Threshold Talent: New Rank x 10
Meridian Talent: New Rank x 15
Apex Talent:

New Rank x 20

120

Chapter Three: System

Tits up, that was the expression.

It was amazing what went through your brain when gunfire was punching through the
walls beside you and all you could smell was smoke. As Willem spun and wasted the last
of his ammo through the shattered window beside him, he saw Kristin spin as well, a round
biting through her throat. Seeing her fall was bad enough, her hands clutching her neck to
hold in the rapidly leaving blood, but the way the blood sizzled against the far wall brought
him close to panic.
Then a hand grabbed his shoulder and yanked him back away from the window. Maggie
had him in her grasp, her grip as surprisingly strong as always. Troy tried to cover for them,
but ended up just taking the last volley of rounds before the back wall exploded into flame.
Theyd taken shelter in the house while under fire and neither he nor Maggie had a clue
where to run. Of their six opponents, three were down, but the other half had been more than
enough for them. Cornered like rats, unable to get out from under the hail of bullets, theyd
been sitting ducks for a Rogue with a taste for flame.
Something in the building went up into flames with an animalistic roar and a wall
collapsed, fed by someones Talents outside. Maggie and Willem turned a corner in the
abandoned house and a half scrapped kitchen spread before them. The first doorknob burned
his hand and led to a dead end, a pantry by the looks of it, but Willem smiled grimly as he
yanked the two of them inside just before the roof collapsed. The old house still had plenty
of stone in it. If they had a chance, it would be here.
They alternated shifts, focusing all they had on keeping the temperature down in the air,
resting when they could, fervently wishing with whatever scraps of their mind werent busy
that the ceiling in here would hold. Through it all, their hands found each other, their eyes. It
shouldnt have happened like this, they shouldnt be there, in that situation. But at least they
were together.
Hed tried to stop her when he saw the blood beginning to leak from her ears, but she
shook her head and closed her eyes. The air was thin and smoky, the ice they were using to
block the bottom of the door unable to withstand the assault from the other side. The stones
in the walls were beginning to crack, the heat rising. He didnt know what was left to fuel
the fire anymore; it had to be purely the work of whatever Rogue was on the outside. Maggie
began to seize and his scream couldnt get past the tightness in his throat. As she slumped
to the floor, he pulled her close, her name on his lips, but her eyes snapped open, bright red
and near sightless from the exploded capillaries. Over the fire, he couldnt hear her whisper
his name, but he could read it on her lips, lips he kissed one last time. Then her hand reached
back and touched a wall and the old stones, weakened by the heat, exploded outwards, her
telekinetic punch giving him a route to freedom as she shuddered once more and died in his
arms. Shed always wanted to be able to do that, to punch through stone, shed never been
able to before. He yelled with the unfairness of it all, with the pain, but the smoke ate the
sound, killed his breath and even that last act was denied him.

He crawled as far as he could with what energy he had left, his lungs burning and heaving.
The sun was rising, but his eyes were on the old house hed left behind. There was no sign
of the people who had ambushed them, so Willem sat and watched the place burn, everyone
he loved cremated inside.
* * *
Samantha smiled at the little boy she was walking down the hall, her hand on his shoulder
as she eased his fear, her mind stroking his with a soothing, motherly touch. The boy smiled
back, the first one hed given since hed arrived, and then took his place at the table, eyes
eagerly dancing over the toys and crayons waiting for him. The social worker was already
waiting, her pen and clipboard at the ready. Soon theyd know the real cause of his broken
arm and hopefully theyd be able to help.
Samantha loved her job, it was more than a paycheck, it was a reason to get up in the
morning. Of course, recently shed also had Brian, but his Cell was active at the moment
and she hadnt seen him in over a week. Work was wonderful for that, too; it kept fear from
snapping too closely at her ankles.
Behind her desk again, she began entering in data, something she could do by rote as she
tried to get her mind back on her job. In the three years since Brians group had freed her
from the DAEMON compound, shed held quite a few jobs. This one was the best by far.
She could help people here, with or without her Talents. That day three months ago when
shed looked up to see Brian smiling down at her had been a shock. Shed gone through three
identities by that point, changing the color of her eyes and hair, losing the last of that weight
shed gained while in hiding, making herself into someone new. Hed liked what hed seen
and shed felt the same. It was also soliberating, being with someone who understood, who
had many of the same Talents as she.
But theyd fought the last time they were together, he wanted her to be more active, to
help more, his group needed a Reader. That, he couldnt understand. He didnt know the fear
that came with escaping from DAEMON, the things shed seen done to those whod been
brought back. He tried to understand, she had to give him that, but he was so fearless, so
brave, and she, well, she just wasnt.
There was a commotion out in the common area and Samantha was on her feet, easing
around the corner, her eyes wide. There was a man screaming, his arms flapping wildly, his
speech slurred, demanding to see his girlfriend, his anger palpable even without the use of
her Talents. Samantha glanced around the room quickly; her fear dying as she realized this
wasnt an Agent coming for her, she, at least, was safe. In the corner, crying, was a young
woman with two thoroughly blackened eyes and a split lip, a volunteer holding her close as
two other volunteers, big and competent, came in the room and began trying to talk the man
down. Samanthas brow creased and she turned back to the man just as he began to reach
into his coat.
He tried to fight her, his mind instinctively attempting to shut her out, but she blew past
his defenses, putting all she had into it. His hand shuddered and shot out straight, his fingers

uncurling from the grip of the nasty looking gun. The gun flew across the room, landing on
the carpet with a thump and a bounce and the two volunteers were on him, taking him to the
floor. Within minutes, it was all over.
Samantha? It was Natalie, from the front desk, Are you ok? You look really shaken.
Samantha smiled, elated through her tiredness, Yeah, that was justintense.
Natalie frowned, You sure? You know, you could take an early day, youve got the time
coming. You work more than anyone else here.
Samantha shook her head, still smiling, No, Ive got a lot to get done. And I said I would
help you with the old filing cabinets, get the things cleaned out, remember? I couldnt ditch
out on you.
Natalies frown deepened, I hate those damn things, all down in the basement with the
spiders. Its the creepiest place Ive ever been.
Oh, Ive seen worse, Samantha surprised herself by laughing, the sound chiming
through the room, drawing appreciative looks from those she worked with. She was beautiful
when she laughed.
* * *
Willem found the back door unlocked and slipped inside, twitching the curtains a little
farther closed. The house was isolated from the others, its back looking out over the woods;
there was little risk of being seen, but it paid to be cautious. Once inside, he dropped his coat
over the chair and headed straight for the fridge.
The apple juice was nearly ice cold and he drank straight from the pitcher, ignoring the
mess as it streamed over his face, soaking his soot covered shirt. When it was all gone, he
held the cold glass to his singed face and rested for a moment, leaning against the counter.
Hed watched the house for awhile from the woods after leaving the fire, there hadnt been
any movement, but to be sure, he checked each room, carefully, methodically, even searching
for hidden spaces and secret doors. Hed seen what Rogues could do when they got the drop
on you.
Once he knew he was alone, he stripped off his clothes and threw them in the washer,
setting it for a quick load. Naked, he checked the house at his leisure. The books were mostly
pop-psychology and self-help, with some bodice ripper romances thrown in for good measure.
All the clothing was of a small woman, mostly business casual. Pictures were everywhere and
he took some time with the albums, snickering from time to time at the elaborate scrapbooks
she had set up. There, his suspicions were confirmed. A picture of a woman at a work party
was surrounded by other pictures of her with her co-workers and her boyfriend, apparently.
It looked to be some sort of office type arrangement, a charity maybe by the name, which
meant she most likely held regular office hours. It was just after lunch now; he had some time
before she came home.
Stacking the scrapbooks back on the table, he headed for the shower, setting the
temperature low at first. The lukewarm water eased the burning in his skin and as quickly as

he could bear it, he raised the temperature to scalding hot before resting his head against the
tiles and giving in to his tears.
When the water began to run cold, he shut it down and dried his eyes and the rest of
himself thoroughly before switching the laundry to the dryer. He ate a sandwich, filled the
sink with cold water, and watched some TV, chuckling sarcastically as he realized daytime
programming was just as bad as he remembered it. Once he was dressed again, everything
clean and in place, he set himself up on the couch, shoes nearby, and let himself drift into
much needed sleep.
Samantha pulled into her driveway and settled back for a moment to just look at her
house, a smile on her face. Shed had to stay late with all the excitement of the day and then,
of course, the filing cabinets, but the man had been taken away by the cops and no one had
even looked twice at her. Even without the gun he had enough warrants out for his arrest to
deal with twenty men, let alone one, and his pervasive drug and alcohol habits covered for
the way shed made him throw the gun away. She was wiped, but she was happy. A shower
first, she decided, and then shed try Brians phone. If he was still active, he wouldnt be able
to answer, but shed be able to hear his voice on the line, even if it was a recorded message
all of three words long.
She took a long moment on the front porch. There was the mail to gather, then the plants
to water. She was so pleased with her home, the neat white paint contrasting the dark blue
shutters. It wasnt hers, she rented it with cash, but the old lady down the road seemed to
be happy just to have someone in the old farmhouse, someone who loved it. She never
questioned why her tenant didnt use a check. Of course, Samantha suspected the woman
was charging her more than she would charge someone else, but that was the hassle of being
free and it was a worthwhile price to pay. Sometimes she longed for cable or the internet,
but the first one required a checking account and the second one created too much of a trail.
Samantha sent the thoughts scurrying with a shake of her head and swept some leaves from
her porch. It didnt pay to think of the things she couldnt have. She needed to enjoy what
she had while she had it, she reminded herself, she never knew when she would have to pack
up and leave again.
Still, this place was the best she had been in, Samantha thought for the hundredth time
as she turned and looked out over the fields of wildflowers that surrounded her home. This
would be a place she would remember for a long, long time.
Once inside, she hung up her keys, kicked off her shoes, and began flipping through her
mail before she even really looked around, the sight of junk mail bringing a frown to her face
even as she dumped it in the waiting trash can. How did those damn car dealerships always
find out she was living somewhere. And why did they always misspell her name, no matter
how simple a name she chose. The sight of a pair of mens black shoes by her couch stopped
her for a moment, the frown deepening before easing at her second thought: was Brian here?

Then an arm came around her throat, forcing her back to arch, and there was a sharp sting in
her upper arm and the world began to blur.
Willem watched Samantha swim back to consciousness, her arms trying to rise up against
the torn towels that held her to the chair. Even as she struggled, she thought enough to try
and meet his eyes, try and use her Talents, but panic turned to despair as she realized there
was nothing there to use. Her eyes darted around the room, she was tied securely to her own
kitchen chairs, but aside from that, nothing was out of place, it was still her same, beautiful
little home, her nest now no longer safe and secure.
Willem raised the old fashioned syringe up before her eyes, shaking the last of the glowing
liquid down to its tip, then dropped it back in its case, Worth all the paperwork it took to get
it, Id say.
Samantha choked back sobs and nearly gagged on the cloth that filled her mouth.
Whoa, whoa, calm down. Here, he reached and pulled the napkin free, you dont need
the warnings about screams and all that, Im sure.
Samantha shook her head and he sat across from her on the kitchen table, taking a brief
moment to run his fingers around her bindings, checking the knots, freeing her skin where the
cloth had pulled it tight. Once he was settled, he reached to the other chair beside him and
picked up the top scrapbook from the pile, Thank you for all this, by the way, youve made
this portion of my job a lot easier.
Samantha finally gave into the sobs, it was her present to Brian, some pictures from when
the two of them had met his friends down by the river to go camping, all carefully arranged.
She knew it was risky, knew it was stupid, but shed done it anyway. She figured theyd burn
the pictures together once theyd gone through them and laughed at the memories. Willem
waited patiently until she pulled herself together, then offered her a drink of water, a straw
considerately placed in the glass. She shook her head, a useless act of defiance.
Willem shrugged and drank it himself, then just settled back and watched her for a while.
He didnt look like the Agents she remembered; there was no suit, just a t-shirt and jeans, no
gun, just a glass of water. But there was that look in his eye, that disgust. When he leaned
forward, elbows on the table, she flinched and nearly screamed.
Its important to me that you understand this, Samantha, so listen carefully. I came here
for intelligence, to bring you back and get what you knew. So we can do this the easy way,
or the hard way. Answer me carefully: wheres Brian?
Her brain worked overtime, Montana. He was meeting some friends there.
She tried to resist but with the shot, the inhibitor, she was almost helpless. Willem shook
his head as he scanned just the top level of her thoughts, Strike one. Lets try again. Wheres
Brian?
She knew lying was useless, but she also knew the inhibitor wouldnt last long. If she
could stall him here, just a few more minutes, then maybe she could do something, Canada,
hes in Canada. They had to get away before

Strike two, Samantha. I dont want to be mean with this. Ill try once again. Wheres
Brian?
She fought him with all she had, but she couldnt get him out of her head, couldnt push
him at all. He just stared at her as she tried, easily holding his position, easily waiting her out,
finally she let out a single sob and let her head fall back, thinking she could feel him like a
hand on her brain, I dont know. He hasnt called.
There we go, honesty. Honesty is good. You have his number in your cell, I take it?
She nodded, feeling him leave, her own Talents still slumbering.
Good. Now, heres the next part. I know hes near here. I know because I killed a few
of his people last night. And they killed some of mine. They killed the only woman I have
ever trusted and cared for. Do you know what that feels like, Samantha, do you know how
that hurts?
She screamed out in pain, then, not from anything physical, but as the anguish of his loss
burrowed into her mind, into her soul. Willem stood, shaking slightly, and wiped his arm
across his mouth, waiting for her to be able to hear his words again.
Next part. You made the list, Samantha, not my list, though youre on that, too. Youre
expendable now, since we have the information I came for, he leaned on the kitchen counter,
not even looking at her, One of your boyfriends people was very fond of fire, Samantha,
they think they burned us alive. They didnt. They burned our dead, though, until nothing
was left of her but ashes and grease.
Willem reached a hand into the sink full of water, then looked back at Samantha over his
shoulder, I think the irony here is appropriate.
His hand emerged, cased in ice, a brutal dagger, clear and sharp, built up from his fingers.

Four

Four: Gamemaster
Crafting Stories

128

utting together the right elements for an


enjoyable game of Cipher is not as difficult
as it may seem at first. To begin with, you do not
have to learn an entirely new setting to have an
idea of what is going on. The world of Cipher is
the world you live in today. The President of the
United States is the game in Cipher as it is today
when you turn on the news; and the corporations
and media darlings that are household names
remain the same.
The key difference between our world and the
world you craft for your Cipher campaign comes
from the characters that populate your world. The
Cell of Rogue Ciphers that players create, their
allies, the DAEMON agents on their trail, and the
various other threats that Ciphers face as they try
to stay alive and work for a better future.
Cipher is intended to be a game of constant
paranoia and desperation tinged with the hope that
the trials that the characters face will amount to a
brighter tomorrow. As GameMaster, you may, of
course, run Cipher any way you desire. We have
included overviews for the Three Tomorrows
later in this chapter for gaming groups that desire
a different tone for their game, or for those Cells
that have played their way into a place
where the Tomorrows are
imminent.
While
running
Cipher in the word
of today, it is
important to

remember that Rogue Ciphers are free only in the


narrowest of definitions. They have the liberty to
make any choice they desire. Unfortunately, this
freedom comes at the cost of having DAEMON
giving chase, Chimerae and Bogeymen lurking
around any given corner, and their own interDoctrine issues to deal with.
You should not give your Ciphers too much
time to rest. Keep them moving with the reminder
that the longer they stay still, the more of a target
they present. The Cell can also run the risk of
placing their allies in peril every time they turn to
them for assistance.
If you feel that DAEMON is being overused
in your campaign, have the local law enforcement
show up, or toss in a renegade Cipher chock-full
of Aberrations and hell-bent on blowing apart
the secrecy that Ciphers have worked so hard to
maintain.
Remember too, that Chimerae can run in
packs, Harrowers are a lethal threat that could
be lurking around any corner, and the Sealed are
always looking for Ciphers to paint as demons.
If your Cell is of a mind to work with Cruxes
and Strings, this makes your job as GameMaster
easier as it allows you to construct an on-going
storyline with a coherent direction that leads
towards one of the Three
Tomorrows.
Cruxes and Strings
can very easily turn
into
Tangles,
which can put
then them
a
t

Chapter Four: Gamemaster

odds with Cipher Cells that would, under other


circumstance, be staunch allies.
There are a number of tools to work with.
Have fun, and keep your players harried and on
the run. Just make sure they manage successes
when it counts, and leave the failures for moments
when it builds tension for a larger confrontation.
Building The Cell
When your players are building their Ciphers,
it is highly recommended that you do so as a
group instead of as individuals. Not only does it
help to avoid players stepping on each others toes
with their character concepts, it allows for a better
synergy for the Cell.
Try to encourage players to build their
characters to complement each other instead of
overlapping Talents too much.
This is not to say that you cannot have two
Psychokinetics in the Cell. It just means that if
one character is focusing on Telekinetic Talents,
a gentle nudge to the other player towards
Cryokinetic or Pyrokinetic Talents may be in
order.
In the same vein, you can easily have two
characters with a Clairvoyant Primary. One may
focus on Crux-related Talents while the other may
choose to acquire Talents that are more practical
for combat situations.
Regardless of what direction your players
choose for their Cipher characters, it will be more
fun for everyone if each character has an area
where they shine without having to struggle with
another player to get their moment in the spotlight.
Another factor in building a solid Cell is
taking some time while your players are building
their characters to ask a few questions about the
individual Ciphers and the Cell as a whole.
What were the circumstances of the Ciphers
evidencing? Was anyone injured? Did they have a
run-in with DAEMON, or even spend some time
in a DAEMON facility?

Do the characters already work together as a


Cell? If so, how did they meet and decide to travel
together? Do they even like each other, or are they
simply together for the same of survival? What
does each of them think of the other Doctrines,
and how does that impact their relations with the
other Ciphers in their Cell?
The more questions you ask, and the more
background information the players determine
before playing the easier it will be for them to step
into character and the more material you have to
work with when you are running the game for
them.
How Much Do They Know?
An important thing to determine ahead of time
is how aware the Cell is of the world around them.
If they are all newly evidenced and relatively
ignorant of DAEMON, Chimerae, and the like;
the game can have an additional tone of discovery
and even fear as the characters slowly peel back
the layers of the world around them.
On the other hand, if each of the Cipher
characters has a bit of knowledge under his belt,
it will make for a faster paced game as the Cell
already has an idea of where the dangers lie.
The World Revealed
The world of Cipher is one with many layers
of mysteries. The mass of humanity has no
idea that Ciphers and their conflicts and culture
even exist among them. The Rogue Ciphers and
DAEMON only have the most cursory idea of
their oppositions methods and reasons. Each
Doctrine has a working but incomplete concept
of the other Doctrines and their tenets. Few truly
know the full details concerning what is going on
with the Chimerae.
This is where we crack the egg open for you
and show you some of the hidden facets of the
world that Ciphers inhabit. Ideally, this is for
GameMasters eyes only, so as to leave some
element of surprise for the players. To be honest,

Chapter Four: Gamemaster

190:66

129

this is an unrealistic goal. We are gamers too,


and we know what it is like to have a shiny new
game book in your hands and deny yourself what
in some cases may be a good third to half of the
book.
With this in mind, we have left a good deal
of wiggle room for the GameMasters to fill in as

best fits their game. We know what we would do


in regards to some of the uncovered areas and
apparent loose ends, but this is your game. Do
with it what you will.
Nothing is canon unless the GM says so.

The Doctrines
Bonnet Island

130

n the early 1700s, a pirate by the name of Stede


Bonnet terrorized the coast of Southeastern
America. A competent criminal of the seas,
Bonnet was a contemporary and occasional ally of
the notorious Blackbeard. Stede was commonly
known as the Gentleman Pirate due to the fact
that he was a wealthy landowner before taking to
the seas.
This is relevant because Bonnet continued
to accrue real estate under a number of assumed
names as he made his living by raiding merchant
vessels. One of his many holdings was a small
island off the coast of what is now Cape Fear,
North Carolina.
This particular island he maintained as a
sanctuary to be used when the authorities became
particularly interested in him. This island, covered
in forest and dense growth, was a near paradise.
Fruit trees and freshwater streams gave him all he
needed to remain out of sight and comfortable for
as long as he needed.
Over the years, many forgot this island due to
the fact that the reefs surrounding it made it far too
treacherous to approach. It remained uninhabited
aside from the lush greenery and small wildlife.
James Reed, a history buff, had deduced the
approximate location of Stede Bonnets likely
hideout. When Tesla and Lucien were formulating
the plans to escape the DAEMON facility, James

knew exactly where he and his wife would be


heading.
When James and Mary Reed escaped from the
Skaneateles, NY facility along with Lucien Porter
and a number of other Ciphers in 1942, they and a
handful of others made a beeline for this forgotten
island.
Within a few short months, the small colony of
Ciphers had established enough of a foothold on
the island to begin making long-term plans. Less
than a decade later, the members of the colony had
managed to utilize their Talents to remove all but
the tiniest traces of the islands existence.
Christening their new home Bonnet Island,
in honor of Jamess hero and the previous owner
of the island, James and Mary Reed laid out their
vision of the future for Ciphers.
Together, as Patriarch and Matriarch of the
growing colony, the Reeds recruited potent Rogue
Ciphers (mostly Telepaths) to their cause. Rumors
spread of a safe haven, free from the incessant
hounding of DAEMON.
Bonnet Island became a Shangri-La for Rogue
Ciphers. Many searched for the location, but the
Reeds had hidden their home too well. Using
Clairvoyant Talents and Telepathic manipulation
of anyone who came close to rediscovering the
former pirate refuge, they preserved their secrecy.
Only those that the Reeds deemed worthy were
allowed to stumble upon the location of Bonnet
Island.

Chapter Four: Gamemaster

Organization

Rogue Ciphers that measured up were offered


a place within the community. Each new inhabitant
was given a role ensuring the safety of Rogue
Ciphers through the manipulation of powerful
politicians and businessmen. The Monitors of
Bonnet Island removed all memories of the island
from the minds of those that did not meet the
Reeds expectations or that refused the offer of a
home. The castoffs were deposited elsewhere, far
away from the sanctuary of the Monitors.
In the more than half a century since the
founding of Bonnet Island, things have changed
very little.
Recently James has fallen victim to a massive
stroke, and is uncommunicative with anyone, even
through Telepathy. The community is uncertain
as to how much of their adopted grandfather
remains. Mary however, claims to be in constant
communication with her husband and governs the
Monitors, ostensibly in accordance with Jamess
wishes.

The Monitors present themselves


to the rest of the Rogue Ciphers as the
watchdog for their people, keeping an
eye on those that might harm Ciphers
in the United States. It is common
knowledge that they have some
influence in the halls of power, both
financially and politically; but the true
extent of their sway remains unknown
to any outside of the community.
Mary Reed has Monitors placed in
a number of state governments (North
Carolina in particular), as well as having
at least two US Senators under her
control. A dozen of the most powerful
companies in the nation have Monitors
within easy reach of the companies
decision makers.
On Bonnet Island itself, there is a
feel of eerie unity. While there are a handful of
individuals without Talents, they are mostly the
children of Monitors that fate has shorted in
the genetic lottery. The inhabitants of the island
communicate almost entirely Telepathically,
making any visitor lacking these Talents
uncomfortable in the near silence of even the town
gathering places.
Mary Reeds, and presumably her husbands,
word is law. No Monitor would openly dispute the
mandates laid down by the elderly sovereigns of
Bonnet Island.
The Reeds send many of those born on
Bonnet Island out into the world when they reach
adulthood to gain a more full understanding of
how things work outside of the island. Without
knowledge of the society they wish to control from
offstage, they have little chance of succeeding.
Thus, there are a number of Monitors existing
in the shadows and on the fringes alongside Rogue
Ciphers of other Doctrines. They are commonly
members of Cells as Monitors are used to a strong

Chapter Four: Gamemaster

131

sense of family and community. They make for


staunch allies to those they place their trust in, but
any loyalties to friend or Cell tends to fall short if
placed at cross purposes to the designs of Mary
Reed and Bonnet Island.
Goals

132

Whereas many Rogue Ciphers have a good idea


of the intentions and ideals of the other Doctrines,
the Monitors are true to their reputation in having
hidden agendas behind their acknowledged goals.
As far as Ciphers from outside the island know,
the Monitors have every Ciphers best wishes
at heart and are struggling to gain a benevolent
foothold in the halls of power. Their visible intent
is to be able to forewarn their brothers and sisters
of anyone knowledge and/or ill will concerning
Ciphers as a whole.
While this is not a lie, it is not nearly half of
the truth. Mary Reeds plans are much more selfserving than that. Ultimately, she desires for the
community she and James built over the years
to be puppetmasters of the nation, controlling
industry as well as decisions made in Congress.
She intends to ensure the safety of Ciphers
through the manipulation of key votes and
legislative decisions.
What would frighten anyone who discovered
this fact is that she is gaining ground on her goal.
There are dozens of Monitors already influencing
important decisions across the country.
Many Monitors have no idea of her grandiose
plans, but she does have a small circle of confidants
who assist her in organizing the Monitors she has
in position.
Mary has no intention to allow the existence
of Ciphers to become public knowledge. If that
were to happen, she and the Monitors in general
would lose the most potent weapon in their cause,
that of not only being unseen but unexpected.

Geography
Bonnet Island lies off the coast of the Carolinas.
It is a small island, approximately 10 miles in
diameter with only the center of the island cleared
to make way for the community of Monitors that
call the island home.
Its only navigable cove is narrow and difficult
to find due to the irregular cliff formations on the
eastern side of the island. The water surrounding
the island in all other directions is littered with
rocks and coral, making it lethal to approach
without thorough knowledge of the coastline.
There are a small number of Monitors tasked
with the job of ensuring that Bonnet Island stays
off of maps and erased from as many satellite
images as possible.
Any person leaving Bonnet Island for an
extended period has the location wiped from their
mind. If they are expected to return, someone
from Bonnet Island will guide them to a nearby
location where they are met and led home.
Secrets
The Monitors of Bonnet Island have more
secrets than the rest of the Rogue Doctrines
combined, and there just is not the room to detail
the lot of them here. Covered here is a pair of the
most potentially damning.
The Big Lie
It is a poorly kept secret that the Monitors
maintain their autonomy through the manipulation
of men and women in the halls of political and
financial power. Anyone that believes Bonnet
Island exists knows that they have their hands
shoved up the backsides of a number of highly
influential people across the United States. What
no one outside of the most powerful members
of the Bonnet Island community is aware of is
exactly how deeply they have inserted themselves
into DAEMON.

Chapter Four: Gamemaster

Doctor Elijah Constantine is one of the highestranking individuals within the Aegis branch of
DAEMON. He heads the Research department of
the agency. Those that have heard tales of him,
think him to be a monster of the worst kind. Those
that have met him know he is all that and more.
DAEMONs Research Division has been
responsible for some of the worst atrocities
perpetrated upon Ciphers since their appearance
nearly a century ago. His imagination when it
comes to devising new ways to test and stretch
the capabilities of the human and Cipher brain is
limitless. Unfortunately, he is a complete sociopath
with no sympathy, empathy, or compassion in his
blackened soul, and Bonnet Island owns him.
Though they would never admit it, the Reeds
and their inner circle have a vested interest in the
pursuit of more advanced Telepathic abilities. As
Aegis unlocks more powerful Talents, Bonnet
Islands grip on the flow of money and influence
has the opportunity to tighten.
Dr. Constantine is unaware that Melanie, his
mistress of the last two years, is the granddaughter
of James and Mary Reed, and a potent Telepath.
She has been keeping an eye on Constantine,
gathering information on Aegis and implanting
ideas into his mind concerning his research.
This isnt to say that the Reeds are solely
to blame for the horrors of Aegis Research, Dr.
Constantine is responsible for the lions share of
what goes on, but occasionally he needs a bit of
prodding.
The Breeding Program
Bonnet Island is an isolated community, not
merely in the geographic sense. Over the years,
the Reeds have spent a great deal of effort ensuring
that the most potent Telepaths are married to
others like them.
What this means is that they are running out of
breeding stock. While some Telepaths may think
of themselves as having a third eye, none of them
wants that to become a literal truth.

Bonnet Island needs fresh blood. Badly. They


have recently undertaken a more aggressive
approach to maintaining genetic diversity. To
newcomers, Bonnet Island seems idyllic, Rogue
Ciphers living together in peace without worry of
harm or intrusion from the outside world.
After a few days however, Mary Reed or one
of her representatives comes to the newcomer and
makes the offer. Come live on Bonnet Island,
marry into the community, and have lots of little
Telepath babies.
All of this is well and good, unless the stranger
happens to have other plans. The full might of
Bonnet Island's Telepaths will be turned upon
them should they refuse the offer, no matter how
politely they decline. Memories are altered and
personalities are adjusted. The Monitors construct
a new life for them, one that dovetails nicely with
the Reeds plans for Bonnet Island and the future
of its Telepaths.
James Reed
One of the first Ciphers to evidence in the
1920s, James was a part of the Cipher Program
when it was still under the guidance of the Patrons.
When Nikola Tesla arranged the breakout
of Ciphers from the DAEMON facility in
Skaneateles, James led the Telepathic assault on
Aegis personnel.
For decades, the aging Telepath and his wife
have governed and guided the Monitors towards
their vision of the future. Gentle and wise as a
grandfather, James Reed would not hesitate to act
in a quick and ruthless manner if he felt the greater
good of the Monitors was in peril.
Well past ninety years old, age has finally
claimed its due from James. Two years ago, he
suffered a massive stroke that left him paralyzed
and without the use of his Talents. He is trapped
inside his own mind without even the ability to
communicate with the outside world.
Mary, fearing a loss of influence were it
known that James has become unable to lead,

Chapter Four: Gamemaster

133

has erected a faade of James condition. She has


placed a potent Telepathic Shield on her husband,
and informed everyone that James has retreated
into himself, deigning to speak only to his wife.
Visitors to the Reeds home on Bonnet see a
wizened little man seated in his favorite recliner
and staring blankly at the television. Should he
ever recover his Talents, he and his wife will have
words over what she has done to cut him off from
his people.
As James Reed can take a number of different
roles in a story, his Attributes, Skills, and Talents
have been left for the GameMaster to develop as
the story requires.
Mary Reed

134

Mary Cavanaugh came to the Cipher Project


just weeks before the Patrons gave over control
to the US Government. In the early days of the
Project, and later DAEMON, the Telepathic
Ciphers formed a sort of sub-culture among their
peers. The ability to communicate mind-to-mind
without effort allowed them to develop a sense of
unity that forged the individuals into a family of
sorts. Even as far back as the 1930s, the community
of Bonnet Island was beginning to take shape.
As Mary entered her teens, she developed
a crush on the young man that held them all
together, James Reed. His fondness for the vibrant
young girl grew into affection that blossomed into
a deep love. In 1938, amidst the growing feeling
of dread generated by the chaos in Europe, James
asked Mary to be his wife. The administrators
of DAEMON were more than supportive. There
were already experiments being conducted into
what amounted to a eugenics program, and the
prospect of two willing subjects was more than
they could have hoped for. Unfortunately for
DAEMON, the happy couple was among those
that fled Skaneateles a few short years later.
Over the ensuing decades, Mary played the
role of supporting wife to James leadership
of Bonnet Island. To the Monitor community

on Bonnet Island, Mary and James presented a


unified front, in agreement with each other on
every issue. In private, she was not so in tune with
her husbands plans. While he preferred to lead his
people as a stern but loving elder of the tribe, she
advocated a more aggressive approach in guiding
the Monitors. Under her guidance, the Monitors
have begun to take more active roles from their
positions at the right hands of power.
Attributes
Strength: 3
Agility: 3
Vitality: 4
Knowledge: 7
Wits: 7
Willpower: 8
Reaction: 2
Mental Resistance: 5

Chapter Four: Gamemaster

Physical Resistance: 2
Strength Modifier: 1
Movement: 4
Health: 12
Stun: 8
Important Skills
Academics: 8 (History: 4, Philosophy: 3)
Athletics:
Clandestine: 6 (Deception: 5)
Crafts: 3 (Sewing: 3, Knitting: 4)
Investigation: 5 (Body Language: 3,
Interrogation: 4, Notice: 5)
Medicine: 2
Nature:
Performance: 6 (Bluff: 2, Misdirection: 4, Public
Speaking: 3)
Science:
Social: 7 (Charm: 4)
Vehicle:
Weaponry, Melee:
Weaponry, Ranged:
Potential: 9
EF Pool: 36
Biokinesis:
Clairvoyance: 4
(T) Identify Crux: 4
(T)Post-Cognition: 3
(M)Locate Crux: 3
Psychokinesis:
Telepathy: 9
(T) Blend: 4
(T) Communicate: 5
(T) Sense Emotion: 4
(T) Surface Scan: 5
(M) Alter Perception: 3
(M) Deep Scan: 5
(M) Induce Emotion: 5
(M)Tp Shield: 5
(M) Trigger: 4
(A) Alter Memories: 4
(A) Induce Aberration: 4
Refinements
Knack: Identify Crux

Affinity: Deep Scan (+2)


Affinity: Trigger (+1)
Aberrations
General- Antisocial Disorder
General- Narcissistic Disorder
Situational-Agoraphobia (3)
Melanie Fisher
Ms. Fisher is the twenty-five year old
granddaughter of James and Mary Reed. A gifted
Telepath in her own right; she is also a stunning
beauty with a lot of smarts to back it up. She is
also a soulless creature. Her lack of humanity
allows her to manipulate people, especially men,
without a hint of remorse.
Her current project is Doctor Elijah
Constantine, the Research Head for DAEMONs
Aegis Division. It took her close to a year to
maneuver herself into a position where she could
begin her work. It took all of a week before he
was hers, body and mind. For the last year, he
has showered her with gifts, money, and anything
else she has asked for. Her influence over him has
grown to the point that their pillow talk has begun
to consist of his confiding things that could get
him executed for treason. Of course, her Talents
have been of no little assistance in getting him to
open up.
This particular task has been set for Melanie
by her grandmother, Mary. Shortly after her
grandfathers stroke, Mary approached Melanie
with the idea of working her way into Constantines
heart. Having heard the horror stories of what
supposedly goes on deep in the Aegis Campuses,
Melanie assumed her role would be to temper
Constantines inhuman experiments. Far from it,
Mary informed her that she was to pull every scrap
of information about current experiments from the
Doctor, and if it was at all possible, Melanie was
to goad him to push harder for results. Of course,
she was to tell no one, even fellow Monitors,
about the true goals of her mission.

Chapter Four: Gamemaster

135

136

Melanie was more than happy to take the job.


Not only would it be the reckless sort of thrill
she enjoyed, but she was effectively given carte
blanche in the methods she chose.
Thus far, Melanie has had an easy time of it.
Constantine is a monster through and through, and
has required little use of Melanies Talents to look
into the new areas of research that his paramour
casually suggests in the middle of the night.
Mary Reed is so very proud of her
granddaughter.
Attributes
Strength: 5
Agility: 6
Vitality: 5
Knowledge: 6
Wits: 8
Willpower: 7
Reaction: 3
Mental Resistance: 5
Physical Resistance: 3
Strength Modifier: 2
Movement: 6
Health: 12
Stun: 10
Important Skills
Academics: 6 (Art: 3, Politics: 4,
Research: 3)
Athletics: 3 (Running: 2, Swimming: 2)
Clandestine: 6 (Conceal: 2, Deception: 3,
Forgery: 1, Sleight Of Hand: 1)
Crafts:
Investigation: 4 (Body Language: 3, Notice: 3,
Search: 2)
Medicine:
Nature:
Performance: 5 (Acting: 3, Painting: 1)
Science:
Social: 8 (Carousing: 2, Seduction: 4)
Vehicle: 2
Weaponry, Melee: 1
Weaponry, Ranged:
Potential: 6

EF Pool: 24
Biokinesis: 4
(T) Pain Tolerance: 4
(M) Boost Physical Attribute: 4
Clairvoyance:
Psychokinesis:
Telepathy: 7
(T) Blend: 3
(T) Communicate: 4
(T) Surface Scan: 3
(M) Alter Perception: 3
(M) Deep Scan: 1
(M) Induce Emotion: 2
(M) Telepathic Shield: 3
(M) Trigger: 2
(A) Static: 1
Refinements
Affinity: Telepathic Shield (+1)
Aberrations
General- Histrionic Disorder
Situational- Claustrophobia (1)

Boundless Faith Ministry


The Reverend Vance Cabot was born on a
warm summer day in 1958 and grew up in Elviss
hometown of Tupelo, Mississippi. From the
moment of his birth, his mother infused in him an
intense love of Jesus and his teachings. His father
disappeared shortly after he was born, leaving just
Vance and his mother to take care of each other.
There were only two things of any importance
to Vance as he hit his teenage years, his God
and his Mother. On a warm summer day, almost
identical to the day he was born, Vance evidenced
his Cipher Talents, accidentally killing his mother
with a touch.
Left with nothing but his grief and knowledge
of the Bible, Vance was shuttled from foster home
to foster home. A few months after the accident, he
discovered that his Talents had another use when
he healed his foster fathers lung cancer with the
same touch that had taken his mother from him.

Chapter Four: Gamemaster

Reading this as a sign from God, Vance began


preaching at small churches throughout the area.
It took no time at all for him to garner a reputation
as the Boy Healer, and a following quickly
began to develop.
Over the next twenty years, the Reverend
Vance Cabot grew his flock into thousands, and
increased his travels throughout the Bible Belt.
His traveling tent revival was in high demand,
bringing in hundreds every time he pitched his
tent outside of a small town.
By the mid-90s, he had his own camera crew
and a weekly syndicated program filmed live from
inside his revival tent. Unlike many of his brother
evangelicals, the Reverend eschewed the fire and
brimstone for a message focusing more on Christs
teachings rather than the blood and vengeance of
the Old Testament.
Along with the television program, Cabot built
a network of interfaith organizations across the
Midwest. Soup kitchens, neighborhood churches,
temples, synagogues and shelters all became part
of the Boundless Faith Ministries. Funded by
Cabot and his nationwide presence, dozens of
religious institutions were able to expand their
efforts and help even more people in need.
In addition to the public services these
institutions provided, there was a hidden mission
shared by those connected to Boundless Faith
Ministries. An underground railroad was built for
Rogue Ciphers within the network of churches and
charities that lent aid to newly evidenced Ciphers
and those on the run from DAEMON.
Organization
Cabot has an Oracle that travels with the
Revival whose job is to locate people that are
about to evidence, allowing Samaritans to be there
at the right time to bring them to safety before
DAEMON gets there, or worse, before an accident
happens similar to that which Cabot experienced
in his own youth.

Reverend Cabots seemingly random selection


of locations to pitch his tent is predominantly
driven by the Oracles predictions of where and
when to save the next lost lamb.
Once the new Cipher is safely within the
flock, Cabot moves on to the next destination; all
the while doing his best to help the new member
of his revival come to terms with what they are
and the new perils they now face.
Boundless Faith Ministries has affiliate
organizations throughout the Midwest. Nearly
every major city has a shelter or place of worship
with connections to the Reverend. After the new
Cipher is comfortable enough to strike out on
their own, Samaritans take him to one of the many
charities or churches that are a part of the Ministry
and ensure that he is given assistance finding a
place for himself in a new and dangerous world.
From time to time, a Rogue Cipher or an
entire Cell will need a temporary safehouse until
DAEMON agents lose the scent. In such cases, the
affiliates of the Ministry have places set aside for
just such an eventuality. Unfortunately, they are
short-term solutions as DAEMONs Clairvoyants
are guaranteed to find them eventually.
It is the tremendous public presence of Cabot,
along with the nature of the revival and its sister
organizations that prevents DAEMON from doing
much to prevent Cabot from continuing his work
with the Sanctuaries he provides for Rogues.
Attempts are frequently made to infiltrate
Cabots traveling revival, but any DAEMON
agent that attempts to do so is discovered in short
order and quietly but forcefully asked to leave.
There have been a handful of occurrences when
undercover DAEMON agents have disappeared,
only to be discovered months, or even years, later
ladling soup in a downtown urban area.
Goals
The good Reverend would like nothing more
than for Ciphers to be in the open and accepted as
a part of society, but he knows that the time is not

Chapter Four: Gamemaster

137

yet right. What he can do to help make that future


become reality is to do the work of both God and
Daniel.
The Three Tomorrows are something Cabot
strongly believes in, and the Oracle that travels
with him is one of the few that can say that they
have actually met the Prophets successor.
The Tomorrow of Balance is the Reverends
dream, and he feels that his work with the Ministry
(both as a man of the cloth and as shepherd to
lost Ciphers) is what will allow that Tomorrow to
come.
Secrets

138

You would think that of all the Doctrines,


the Samaritans would have the least to hide from
prying eyes. If you were talking about Reverend
Vance Cabot as an individual, you would not
be far from the mark. The man at the head of
Boundless Faith Ministries is, surprisingly in this
day and age, a man of God who walks the walk.
Unfortunately, in every garden there is a serpent
or three.
The Hidden Crusade
Nestled warm and secure in the bosom
of Reverend Cabot and his Boundless Faith
Ministries is a group of Rogue Ciphers who see
things much differently than the good Reverend.
Whereas Reverend Cabot has an unshakable
faith in mankinds ability to find redemption, this
cabal of men and women amongst the Samaritan
movement are uncertain that everyone is capable
of seeing the light.
This group of errant Samaritans, styling
themselves Crusaders, number in the dozens and
have adherents scattered throughout Boundless
Faith Ministries. A small number of Crusaders
travel as valued members of the revival itself.
A majority of them however, make their homes
among the larger network of churches, temples,
and synagogues that comprise the Ministry.

The Crusaders wish that Cabots view of


humanity was accurate, but they know that there
are a vast number of wolves waiting to hide among
the flock for a chance to feast.
The Crusaders feel that there are certain
Rogue Ciphers amongst the various Doctrines
that are not worthy of the future Cabot is trying
so desperately to build for them all. They need to
be removed from the community of Christs new
chosen people before they can become a cancer
rotting it from within.
While Reverend Cabot is far too benevolent
to sully his hands with removing the taint of
the undeserving, and is inclined to forgive them
their trespasses despite the potential danger
they represent, the Crusaders have no such
compunction.
The Crusaders work clandestinely to remove
Ciphers they see as too much of a danger to the
Doctrines. There is a certain understanding that
by doing what is necessary they may be erasing
their names from the Book of Life come Judgment
Day, but for the greater good, they are willing to
make that sacrifice.
The Visitor
Not too long ago, an Oriflamme Cell came to
the revival in the middle of the night. They were
leading, at gunpoint, someone with a bag over his
head. The Partisans led their captive straight to
the Reverends private bus. The Partisans left less
than an hour later without their captive.
In the morning, Cabot gathered those that
traveled with the revival and announced that an
Anchorite, one who seeks seclusion for religious
reasons, had arrived the previous night and
he would be residing on Cabots bus with the
Reverend himself. The hermit was not to be
disturbed during his time with them.
Over the course of the previous few days,
strange noises have been coming from the
Reverends bus, and of late Cabot has been

Chapter Four: Gamemaster

looking more and more exhausted, as if he has


been missing a good deal of sleep.
Reverend Vance Cabot
The charismatic man that sits astride the
massive network of soup kitchens and houses of
worship across the Midwest is a man who walks
the walk. Vance has felt the calling of Jesus since
he was a small boy, and has done everything
within his power to spread the word and set a
good Christian example to those that follow him.
Reverend Cabot weighs somewhere in the vicinity
of four hundred pounds. His size, along with his
penchant for immaculate white suits, makes him
impossible to miss. Even when hes not within
eyesight, his jovial, booming voice can be heard
for quite a distance.
Cabot is that rare man that has found peace
within himself. He is the eye in the center of the
storm of trials and tribulations that swirl around
the Ciphers he tries to protect. His calm demeanor
and strength of faith make him the rock that many
cling to as they try to find their place in a world
that seems turned against them.
Cabots slow Southern accent and his
boyish, lop-sided grin have a habit of putting
even the most guarded individuals at ease. He is
generous to a fault, willing to give a troubled soul
everything to ensure that they are safe and free of
trouble. This quality, while a large part of what
makes his followers love and respect him, is a trait
that some amongst his flock keep a wary eye on.
Occasionally those that worry about Cabot being
too giving have made certain that some Rogue
Ciphers have moved on as soon as possible.
While the Reverend is more than willing to turn
the other cheek, his temper is a thing of legend.
Those that have been with him since the start of the
Ministry say that he has only lost his composure
a handful of times, but his anger is nothing to be
easily ignored. Sister Odella, Cabots right hand,
likens the good reverends ire to the fury Jesus
showed when he cast the moneychangers from

the temple. The confrontation with Jim Dancer,


although years past, is still a subject not many
bring up in conversation more than once.
Reverend Vance Cabot will move mountains
for you if you are in need. He will bring them
crashing down around your head if you attempt to
harm those under his protection.
Attributes
Strength: 6
Agility: 4
Vitality: 7
Knowledge: 6
Wits: 9
Willpower: 9
Reaction: 3
Mental Resistance: 6
Physical Resistance: 4
Strength Modifier: 2
Movement: 5
Health: 16
Stun: 14
Important Skills
Academics: 5 (Law: 2, Philosophy: 3, Religion:
5, Research: 2)
Athletics: 2
Clandestine:
Crafts:
Investigation: 4 (Body Language: 3, Notice: 5,
Puzzles: 2)
Medicine: 5 (Diagnose: 2, First Aid: 3)
Nature:
Performance: 8 (Public Speaking: 5, Writing: 2)
Science:
Social: 7 (Charm: 4, Intimidate: 4)
Vehicle: 1
Weaponry, Melee:
Weaponry, Ranged: 2 (Pistol: 1)
Potential: 9
EF Pool: 36
Biokinesis: 9
(T) Health Scan: 5
(T) Pain Tolerance: 3

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139

(T) Second Wind: 5


(T) Slow Metabolism: 4
(M) Boost Physical: 4
(M) Immunity: 3
(M) Regeneration: 5
(M) Weaken: 3
(A) Drain Physical: 3
(A) Seizure: 3
(A) Wound: 3
Clairvoyance:
Psychokinesis: 1
(T) Increase Temperature: 2
Telepathy: 4
(T) Ping: 5
(T) Sense Emotion: 3
Refinements
Affinity: Regeneration (+2)
Affinity: Boost Physical (+2)

Aberrations
None
Sister Odella
The men and women that live and work with
Reverend Cabots traveling revival have their own
personal guardian angel. Sister Odella Harper is a
big woman weighing less than the Reverend, but
still closing in on three hundred pounds. Her size
is the least of the ways in which Sister Odella is
the largest presence in the community that travels
with Cabot as he spreads the Good Word. Odella
sings louder, laughs harder, and prays with more
passion than anyone else that makes the revival
his home.
She is more often than not seen moving in
Reverend Cabots wake, ensuring that the things
the Reverend needs done are accomplished

140

Chapter Four: Gamemaster

with as little messing about as possible. If the


grinning black lady in the bright, floral dresses is
not enough to get a persons attention, her voice
assuredly will. Odella grew up singing in the choir
of an African-American Southern Baptist church
in Alabama. When she speaks, she has a joyful
quality that can infect the worst curmudgeon.
When she sings, it is as if an archangel has
descended with a mission to punch you in the soul
with the velvet fist of Gods love. Cabots sermons
are powerful and present the message that visitors
need to hear, but it is Odella that gives them the
proof of divine presence.
Odella makes certain that everyone in the
Revival is fed, clothed, and kept busy. She is quick
with a kind word, a band-aid, and a waggling finger
of reproach if needed. Every moment of every day
she busies herself in taking care of her adopted
children, which is why the men and women that
live and work with Reverend Cabots traveling
revival call her Momma Harper.
As Sister Odella can take a number of different
roles in a story, her Attributes, Skills, and Talents
have been left for the GameMaster to develop as
the story requires.
Roshi Masato Shimasaki
Roshi Masato runs the Westport Zen Academy
located in the heart of Kansas Citys Midtown
District. Despite being a small man, Roshi Masato
has a powerful presence that can take command
over any space. His soft voice can command
attention from across a room, and his smile can
infect the grumpiest of souls.
Roshi Masato is a Biokinetic of no small
ability, but he takes great pains to maintain his
bodys natural state instead of relying on his
Talents to keep him healthy and quick. He is a
master of no less than four schools of martial arts
ranging from Muay Thai to Aikido, and passes on
his knowledge of the fighting arts to any who wish
to attend the three-times-a-week lessons.

The Zen Academy lies in the heart of Kansas


Citys older bar district. The handful of blocks
that comprise Westport lay atop a honeycomb of
tunnels that date back to the American Civil War.
While local bars use some of these tunnels as
storage, Roshi Masato has put considerable effort
into modifying a number of passages to suit the
needs of the Academys role as a Boundless Faith
Sanctuary. Several tunnels have been blocked off,
preventing access from other buildings in the area,
while others have been extended, allowing for exit
points other than through the Academy.
There are at least two other Ciphers that assist
Roshi Masato in maintaining the Sanctuary along
with a handful of his most trusted students. While
the Zen Master is willing to give shelter to any
Cipher in need, weapons are strictly prohibited
within the Academy and any quarrels that erupt
between guests are rapidly dealt with. In most
cases where the disagreement has to come to blows
or the aggressive use of Talents, both parties have
been asked to leave.
Attributes
Strength: 7
Agility: 9
Vitality: 7
Knowledge: 5
Wits: 7
Willpower: 6
Reaction: 3
Mental Resistance: 4
Physical Resistance: 5
Strength Modifier: 2
Movement: 8
Health: 13
Stun: 14
Important Skills
Academics: 2
Athletics: 8 (Acrobatics: 3, Running: 2,
Throwing: 4, Unarmed Combat: 5)
Clandestine:
Crafts: 2
Investigation: 3 (Notice: 4)

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141

142

Medicine: 3 (First Aid: 2, Acupuncture: 3)


Nature:
Performance:
Science:
Social: 5
Vehicle:
Weaponry, Melee: 7 (Club: 2, Knife: 4, Staff: 4,
Sword: 5)
Weaponry, Ranged: 1
Potential: 6
EF Pool: 24
Biokinesis: 8
(T) Pain Tolerance: 5
(T) Second Wind: 3
(T) Snapshot: 3
(M) Boost Physical: 4
(M) Mimic: 3
(M) Regeneration: 3
(A) Drain Physical: 2
(A) Wound: 2
Clairvoyance: 4
(T) Danger Sense: 3
(M)Combat Sense: 2
Psychokinesis:
Telepathy:
Refinements
Knack: Combat Sense
Aberrations
General- Paranoid Disorder

Oriflamme
The Oriflamme was the historical standard
used by the King of France in the late 14th and
early 15th centuries. Its name comes from the
Latin aurea flamme and translates to golden
flame.
When unfurled on the battlefield, it signified
the Kings declaration that no quarter would be
given nor asked. To see this flag rise above the
encroaching army sent a strong message that there
would be blood before surrender. During the time
of its usage, it became known as the Oriflamme
of Death.

When Captain William Platte fled DAEMON


and began to construct his own army of Rogue
Ciphers with which to strike back at DAEMON,
he chose the Oriflamme to signify that he and his
men were fighting to the death if necessary.
William James Platte was born to a pair of
Ciphers who had joined DAEMON and become
a part of the Aegis breeding programs. The goal
was to take two of DAEMONs most potent
Psychokinetics and put them together in the hopes
that any offspring would have a larger measure
of Potential than his or her parents. DAEMON
would then take this child and train it to be a loyal
servant of the Director and DAEMON.
On the first count, they succeeded. William
Platte blew the charts on every Telekinetic test
they placed before him. The raw power at the
young mans disposal was unprecedented He
would remain the most potent known Telekinetic
for years to come.
The second goal, that of training him to be
a dedicated follower of DAEMONs Mandates,
succeeded for only a short while. Like so many of
those that would flock to the banner of Oriflamme
in the years to come, Platte became more and
more disenchanted with the seemingly Draconian
methods DAEMON took to achieve their goals.
In the mid-1970s, Captain William J Platte
disappeared into the back room of a small house
in Colorado during a DAEMON raid and never
returned. The Director, of course, was furious.
Dozens of Veritas agents were dispatched to find
the renegade agent and bring him back home.
In many ways, that search continues to this
day. DAEMON puts millions of dollars of its
annual budget towards locating and neutralizing
Captain Platte and Oriflamme. Thus far, they have
been unsuccessful.
Organization "The Command Center"
Oriflamme is painted as a terrorist organization
by DAEMON, and to a certain extent that is
not entirely inaccurate. Platte has structured

Chapter Four: Gamemaster

Oriflamme in a fashion that has worked for


terrorists for decades.
The Captain himself is constantly on the move
with a select few of his most trusted allies. At most,
there are a half dozen Rogue Ciphers traveling
with him, and they rarely stay in one location for
more than a week at a time. With Remote Viewing
and Pre-Cognition presenting very real threats,
Platte cannot afford to allow the Command Center
to remain stationary.
The mobile Command Center consists
of Platte, a tech specialist with a knack for
Cyberkinesis, a Clairvoyant with skill in Veiling,
and anywhere from two to four specialists at a
time. Specialists in this case meaning Partisans
with a knack for blowing shit up, using both
Talents as well as more mundane weaponry.
A Partisan that is frequently part of the
Command Center is Joan, a Pyrokinetic with
the capability to melt steel. It is possible that
Joan has even more ability in the entire Form of
Psychokinetics than Platte himself. The problem
is that Joan is carrying around an unbearable
weight of Aberrations.
Like the Captain, Joan was raised within the
cold embrace of Mother DAEMON. Unlike Platte
however, Joan was subjected to a series of cruel
experiments at the hands of Dr. Constantine.
While she refuses to speak in detail about her time
in DAEMON, Platte knows that she was the sole
survivor of a series of procedures conducted on
nearly a hundred children. Whatever it was that
they did to her has filled her with a cold rage
towards DAEMON, and Aegis in particular.
Whereas Captain Platte plans to one day hear
the sound of DAEMONs walls crumble beneath
the boots of Oriflamme, Joan wishes nothing more
than to hear the sizzling flesh of each and every
DAEMON agent.
Due to her tremendous ability, Platte finds her
to be an irreplaceable tool in his war. Because of
the Aberrations arising from her constant Pushing,
Platte tries to keep her as close as possible. He

sees himself and his pet Telepath, Harry, as the


only people that can keep the living death machine
under some sort of control.
Goals
The Captain has a single purpose for
Oriflamme and the Partisans that have flocked to
its banner: destruction of any threat to Ciphers.
Due to his own history and the immense threat
that DAEMON presents, Platte directs a majority
of Oriflammes resources to causing as much
damage to DAEMON as he possibly can.
That is not to say that Partisans ignore
other threats to Ciphers. Chimerae, Bogeymen,
Harrowers, all of these are viable targets for a
Partisans aggression.
Secrets
When a group of people is operating within
the structure of a paramilitary organization, there
are a number of pieces of data that are handed out
on a need to know basis. This is to be expected,
and these bits of information are not at all what we
are concerned with.
The secrets lurking within Oriflamme are
things that could tear apart the only real fighting
force that the Rogue Ciphers have. At the very
least, common knowledge would cause a shakeup
in the command structure of Oriflamme that would
lessen their effectiveness against DAEMON,
perhaps even resulting in a Dystopian Tomorrow.
Platte The Mad
Unlike most of the other cults of personality
found at the center of the Rogue Doctrines, Captain
Platte has made himself nearly indispensable as
the commander of Oriflamme.
The Samaritan Tenets are such that should
something happen to Reverend Cabot, someone
else with a caring heart and tremendous will could
step up to fill the big shoes left behind by the
Reverend.

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143

144

Jim Dancers Proteus Movement is Darwinistic


in its approach already, and it is certain that the
biggest bastard with the power to back it up will
step up and take the reins of the Harbingers one
day.
Bonnet Island is already preparing for the
future, seeing as how James Reed has been
removed from power by a stroke and Mary
certainly has little time left herself.
Only Daniel is as irreplaceable as Captain
Platte within their respective Doctrines, and most
people believe him to be a myth anyway.
Captain Platte is aware of this, and the full
weight of the responsibility rests heavily upon
his soul. Platte sees himself as a true commander,
leading from the front when he can and stepping
into the muck and mire as much as the men who
follow his banner. He uses his potent Psychokinetic
Talents frequently and ruthlessly, pushing himself
to the edge for his cause and the lives of his men.
This constant Pushing has taken its toll, and
it is safe to say that Captain Platte is swimming
in Aberrations. He feels that he cant risk the loss
of Ectenic Force that can accompany the Psychic
Surgery necessary to remove the shadows that
crawl in the back of his mind.
This is an extremely precarious position
for the man who is still one of the most potent
Psychokinetics on the planet.
Just Because Youre Paranoid...
Plattes rampaging Aberrations have him at
the breaking point. He suspects nearly everyone
of being treacherous. The true irony lies in the
fact that one of the few men in whom he places
unswerving trust is a DAEMON sleeper agent.
The nomadic Command Center of Oriflamme
consists of only a dozen or so people at a time.
One of these select few is a plant and has no clue
that he is merely biding his time until he can
deliver Oriflamme and Platte to Veritas lock, stock
and barrel. His original memories and personality

have been replaced with an imprint of someone


Platte would find valuable and trustworthy.
The sleeper believes himself to be one of the
most loyal soldiers under Plattes command.
In reality, he has been sending packets of
intelligence to his DAEMON handlers the entire
time he has been with Platte. Veritas agents have
been able to pinpoint the Command Centers
location for the last five years, as well as that of
a number of Cells following Oriflammes orders.
Only Plattes tactical agility and the
resourcefulness of Oriflammes soldiers in general
have allowed them to survive numerous attempts
to ambush, kill or capture Platte and his men.
Captain William Platte
The personal history Captain Platte has sold
to his followers is filled with half-truths. He was,
in fact, a DAEMON agent and did escape from
Veritas in Colorado much as he relates it. The
falsehoods come in when he talks of his parents as
DAEMON agents that had signed up for an Aegis
program intended to breed stronger Ciphers. His
inability to face his true roots has forced him to
concoct an origin story more in keeping with the
image his has crafted for himself.
In reality, William Platte grew up in a small
town in South Dakota, the only son of an abusive
alcoholic father. His mother left for parts unknown
just after Billys fifth birthday, leaving him as the
sole target of his fathers drunken rages. At the
age of thirteen, just as puberty was setting in,
young Billy Platte evidenced a strong Telekinetic
Talent. In a fit of adolescent anger, he flung his
fathers Volkswagen twenty yards down the street
outside of his home. The elder Platte might very
well killed his son in his fury had not a pair of
dark sedans and a large van pulled up at the Platte
house within minutes of Billys explosion.
In the confines of a DAEMON Campus,
Aegis trainers taught William how to control his
Talents, and under Veritas instructors he learned
how to be a good soldier. For years, the man

Chapter Four: Gamemaster

who would become DAEMONs greatest foe


served his commanders, and his country with an
unswerving dedication. What it was that caused
the loyal servant of the Directives to go AWOL
from the only home he had known for more than
half of his life is known only to Platte. His utter
refusal to discuss the specifics that drove him from
DAEMON has caused many rumors to circulate,
but Platte has yet to comment on any of them.
The Commander of Oriflamme is a rake of a
man, tall and lanky with close-cropped hair and
bushy eyebrows. His blue eyes peer out from the
glasses he has been forced to wear as he has gotten
older, but his intense gaze can still cause the most
hardened of soldiers to take a step back.
The ferocity of Plattes hatred for DAEMON
can be disconcerting at first, but before too
long, newcomers find themselves sharing in the
Captains animosity.
Captain Platte is old-school military through
and through. While he may use unorthodox
strategies, his insistence upon constant training
and adherence to the chain of command is
inflexible.
Captain Platte gladly welcomes any Rogue
Ciphers that choose to join his campaign against
the evil that is DAEMON, but they had best be
prepared to toe the line or they will be in for a rude
awakening.

Attributes
Strength: 6
Agility: 5
Vitality: 6
Knowledge: 6
Wits: 8
Willpower: 9
Reaction: 3
Mental Resistance: 6
Physical Resistance: 4
Strength Modifier: 2
Movement: 6

Health: 15
Stun: 12
Important Skills
Academics: 6 (History: 4, Literature: 1,
Philosophy: 1, Politics: 2)
Athletics: 6 (Climbing: 2, Running: 1,
Swimming: 2, Unarmed Combat: 2)
Clandestine: 8
Crafts:
Investigation: 5 (Body Language: 2,
Interrogation: 4, Notice: 2)
Medicine: 2 (First Aid: 2)
Nature: 4 (Ride Horse: 2, Survival: 4)
Performance: 2 (Public Speaking: 3)
Science:
Social: 4 (Intimidate: 4, Public Speaking: 3)
Vehicle: 5 (Car: 2, Motorcycle: 1, Helicopter: 2,
Plane (Prop): 1,
Plane (Military): 2)
Weaponry, Melee: 4 (Knife: 2,
Improvised: 2)
Weaponry, Ranged: 6 (Pistol: 3, Rifle: 3,
Shotgun: 2, Smg: 3)
Potential: 9
EF Pool: 36
Biokinesis: 5
(T) Pain Tolerance: 2
(T) Second Wind: 1
Clairvoyance:
Psychokinesis: 9
(T) Fine Manipulation: 4
(M) Gross Manipulation: 3
(M) Tk Shield: 5
(A) Tk Strike: 4
Telepathy:
Refinements
Dual Specialty (Biokinesis)
Prohibited Form (Telepathy)
Affinity: Tk Shield (+3)
Aberrations
General- Melancholic Depression
General- Borderline Personality Disorder
Situational- Delusion Of Control

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100:142

145

(Daemon) When Confronted with Daemon


(3)
Situational- Pyrophobia (2)
Joan
Oriflamme has a number of Psychokinetics
under its banner. Its aggressive stance towards
DAEMON and anything else that poses a threat
to Ciphers acts as a sirens call to those with the
ability to take the fight to the enemy. Many of the
Telekinetics and Pyrokinetics at Plattes disposal
are hardened soldiers capable of inflicting
tremendous amounts of damage against those that
would harm their Cipher brethren, but there is
one Cipher in particular that makes even the most
hardened Partisan more than a bit leery.

Plattes forces rescued Joan during a raid


on an Aegis Campus. One of Constantines test
subjects, Joan suffered through experiment after
cruel experiment until she became one of the
hundred children injected with a stabilized form
of Ectoplasm in an attempt to enhance the Talents
of Ciphers. She was the sole survivor of these
experiments.
Whether through some fluke of genetics or
as a result of the combination of tests she had
undergone, she found her Potential nearly doubled
from what it had been at the time of her evidencing.
Constantine and his staff had little time to
examine her new condition, for Platte and a large
force of Partisans invaded the Campus, staging
the most successful raid on a DAEMON facility
before or since. Joan, now in her late teens, was

146

Chapter Four: Gamemaster

taken into the care of Oriflamme and spirited


away to the Captains mobile Command Center.
Joan suffers from a weakened resistance to
gaining Aberrations that is a side effect of the
process that amplified her abilities.
Coupled with the extreme trauma undergone
while in Constantines care, she is a ticking time
bomb waiting to explode. She is withdrawn and
quiet when not in the field, shrinking from the
human contact that has caused her so much pain,
but when confronted with DAEMON agents a
disturbing grin appears on her thin face as she
conjures destructive flame with ease and turns her
opponents into screaming lumps of charcoal. If it
werent for her handler Harry, Joan would likely
not stop once the enemy was destroyed. Only
through his constant presence and gentle use of
Telepathic soothing is Plattes biggest gun kept in
check.
Joan is as stick-thin and prefers baggy clothes
with hoods that allow her to hide her face from the
world. She appears more like a homeless teenager
than Oriflammes most potent weapon in its war
on DAEMON.
Tread carefully around this shy, awkward
seeming young woman. She is an inferno on a
tenuous leash.
As Joan can take a number of different roles
in a story, her Attributes, Skills, and Talents are
left for the GameMaster to develop as the story
requires.
Harry Whitaker
After Captain Platte himself, Harry is quite
probably the most important person in the
Oriflamme command structure. His well-honed
Telepathic abilities make him the primary Psychic
Surgeon for Oriflamme, and his role as Joans
handler allows Platte to keep the Captains pet
nuke available for important scorched earth
missions.
Harry is a big man. Just over six feet tall and
a barrel-chested two hundred pounds of muscle,

he has an imposing presence that runs counter to


his near Zen-like calmness. He spent fifteen years
in the US Special Forces, and it takes more than a
simple firefight to faze the grizzled veteran.
There is a young woman who is one of the
most highly regarded agents in Veritas with the
name of Valerie Whitaker. While her superiors see
her as an exemplary soldier, Harry sees her as his
greatest failure.
After his evidencing when the Shift first hit,
Harry went AWOL from his unit for fear of being
discovered. It didnt take long for him to find
Platte and Oriflamme. He made a decision to stay
away from his wife and daughter to keep them
safe from the dangers that followed in his wake.
This proved to be a mistake.
When his daughter evidenced her own Talents
at fifteen, DAEMON beat Cabots Samaritans
to her. Her feelings of rejection, caused by
Harrys disappearance, made her susceptible to
DAEMONs indoctrinations. Vals utter devotion
to the Directives and her own Telepathic abilities
have garnered a chest full of commendations.
Since discovering her fathers role in Oriflamme,
she has made it her personal crusade to bring her
deadbeat dad to justice.
For Harrys part, he would like nothing more
than to bring his daughter over to the side of the
angels, but realizes that it is likely never going to
happen. Instead, he transfers his fatherly attention
to Joan. He is under no delusions about the fact that
he is treating Joan as his surrogate daughter, but
the realization does nothing to stem his feelings
for the unstable young woman.
Attributes
Strength: 6
Agility: 5
Vitality: 7
Knowledge: 6
Wits: 8
Willpower: 7
Reaction: 3
Mental Resistance: 5

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147

148

Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 14
Stun: 14
Important Skills
Academics: 4 (Computer Usage: 4, Psychology:
3)
Athletics: 3 (Running: 2, Sports: 3, Unarmed
Combat: 3)
Clandestine: 4 (Conceal: 1, Deception: 1,
Disguise: 2, Hacking: 3, Security Systems: 3,
Urban Survival: 2)
Crafts: 2
Investigation: 4 (Notice: 2,
Urban Tracking: 2)
Medicine: 3 (First Aid: 2,
Pharmaceuticals: 2)
Nature: 3 (Direction Sense: 1,
Wilderness Survival: 2)
Performance:
Science:
Social: 4 (Computer Programming: 3,
Electronics: 1)
Vehicle: 5 (Car: 1, Helicopter: 2, Motorcycle: 2)
Weaponry, Melee: 5
Weaponry, Ranged: 6 (Pistol: 3, Rifle: 2)
Potential: 7
EF Pool: 28
Biokinesis:
Clairvoyance:
Psychokinesis: 5
(T) Access Data: 4
(M) Break/Repair Machine: 3
(M) Use Machine: 3
Telepathy: 8
(T) Blend: 3
(T) Communicate: 4
(T) Ping: 3
(T) Sense Emotion: 4
(T) Surface Scan: 4
(M) Alter Perception: 3
(M) Deep Scan: 3

(T) Induce Emotion: 3


(T) Telepathic Shield: 2
(A) Psychic Surgery: 3
(A) Static: 1
Refinements
Knack: Use Machine
Affinity: Psychic Surgery (+1)
Aberrations
Situational- Separation Anxiety: Joan (3)

The Proteus Movement


James Allen Dancer grew up on the wrong
side of the tracks in a small Texas town near the
Mexican border. Sickly as a child, he grew up
lanky and shy, the butt of the other kids jokes and
constant target of the bullies in his class.
That changed the day he evidenced his
Talents at the age of thirteen. He discovered his
Biokinetic Talents on a particularly steamy day
in the middle of one of the hottest summers on
record in Southern Texas. A gang of three older
boys chose to harass him as he walked home from
the grocery store.
The trio began by knocking the carton of milk
out of his hands, and followed up with a shove to
the ground that resulted in Jim slicing open his
hand on a stray shard of broken glass. As he held
his injured hand up, he watched in amazement as
the wound closed. A moment later, he felt himself
flooded with a feeling of strength and health that
he had never believed possible.
One of the older kids yanked Jim to his feet
by his shirt and pulled a curled fist back to deliver
a punch to the stomach. The blow never landed.
Moments later, Jim was standing over the broken
bodies of his tormentors. Despite the tremendous
wave of adrenaline he felt coursing through his
system, he knew he could never go home again.
Somehow, he managed to survive alone and on
the run for the remainder of his teenage years. His
quick mind and ability to enhance his physique
were definitely factors in his survival, but he gives

Chapter Four: Gamemaster

thanks every day to the sheer luck that allowed


him to grow into a man.
His tortured childhood had a tremendous
impact upon him, and every morning he awoke
with a promise to improve his body and mind
every day for as long as he lived, preventing
anyone from having power over him ever again.
In the mid-1990s, he stumbled upon one of
Boundless Faith Ministrys tent revivals. Grabbing
a seat in the back row, he listened intently to
Reverend Cabots message of forgiveness and
brotherhood. At the end of the service, Cabot
called the sick to the front to be healed, and Jim
saw the Reverend heal with a power that was
eerily familiar to his own.
After the service, Jim worked his way to
the fat preacher and introduced himself. After
showing Cabot the evidence of his own Talents,
he proceeded to challenge the message of the
sermon he had just heard.
As the conversation escalated, Jim began to
take offense at the Reverends attitude. He mistook
Cabots attempt at passing on Fatherly Wisdom as
an attempt to prove himself superior to Jim.
No one questions that it was Jim Dancer that
threw the first punch, and the ensuing fight has
become a thing of Cipher legend. The older man,
though portly and prone to pacifism, more than
held his own against the younger man. Cabots
years of near continual usage of Biokinetic
Talents had established him as possibly one of the
strongest Ciphers in existence.
Jim fled the revival grounds, his resolve
strengthened to push himself to a point where he
could never be defeated again.
As news of the confrontation made its rounds
through the Rogue Cipher communities, Jim
found his name being mentioned more and more
as a person of respect for some of the Rogues who
could not find sympathy with the Samaritans
teachings.
Over the next decade, Jim gathered those of
a like mind to himself, and began espousing his

own beliefs to those that came to him desiring to


grow in power.
The Proteus Movement, as Jim named his own
teachings, is comprised mostly of Ciphers that
could be said to have anger issues. Most of them
are striving for a state of body and mind that will
evolve them past the frail human meat that they
were born into.
There are, though, a number of self-styled
Harbingers that follow Dancers Proteus
Movement for more academic reasons. Doctors
and scientists that have evidenced Talents have
found an attraction in Dancers theories of Cipher
evolution. While they are surrounded by what
others may see as zealots and thugs, these learned
individuals attempt to crack the secrets of the
Cipher condition.
Organization
Unlike most of the other Doctrines, there is
no real organization to the Harbingers. Dancer
himself is constantly on the move, keeping in
touch with those researchers working on answers
to the Cipher condition and generally keeping tabs
on the other Doctrines as best as he can.
He has a personal entourage comprised mainly
of Proteus fanatics who are willing to commit
any act at his whim. The rest of those that have
adopted the term Harbinger operate independently
and most have never set eyes on their leader.
His message is clear and simple, requiring no
additional instruction. Ciphers are the next stage
of evolution. Work to become more.
Goals
Jim Dancer espouses the continuing evolution
of Ciphers, fighting forward with what fate has
given them. Pushing Talents, exploration of new
ways to utilize Talents, and the research into what
makes a Cipher tick. These are all espoused by the
Proteus Movement.
These ambitions serve to advance Dancers
personal aspirations of becoming the most

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149

powerful Cipher on Earth. Already his control


of Biokinetics is such that a rematch between
him and Reverend Cabot may very well have a
different outcome than the first.
Trouble On The Horizon

150

The charismatic leader of the Proteus


Movement makes very few demands of those
that call themselves Harbingers. Aside from his
handpicked traveling companions, he makes
virtually no demands from his followers. This
lack of structure has made the Proteus Movement
attractive to many who find the hierarchy of
Oriflamme and Bonnet Island too confining, and
the Samaritan and Oracle Doctrines not to their
liking.
This practice has allowed some very dangerous
individuals to coordinate activities in the name of
Proteus essentially unchecked.
A Cell of Harbingers is currently planning an
unpleasant surprise for a major American city.
Tired of hiding in the shadows and running
from DAEMON, this group of misguided Ciphers
intend to stage an act of domestic terrorism as
a way of drawing back the curtain on the secret
world of Ciphers.
Hundreds, if not thousands will likely die if
the renegade Cell is allowed to carry out their
plans. Their self-proclaimed affiliation with Jim
Dancer will have a devastating effect upon the
Proteus Movements already precarious standing
with the other Doctrines, and Ciphers will be cast
as villains as they enter the stage of the world.
The Ends Justify The Means
While Dancers burning desire to advance
Ciphers to the next evolutionary step is widely
understood, what is not as well known is the true
extent to which he is willing to go to achieve his
dream.
Recently, the leader of Proteus has been
forging a deal with a devil in the form of the
Harrower cults.

After hearing of the numerous disappearances


of Rogue Ciphers attributed to Harrowers, Jim
began to suspect that the kidnappers were doing
more with their captives than merely dragging
them away to murder them.
After numerous failed attempts to make contact
with the organization, he finally made inroads that
lead to a meeting with one of the topmost figures
in the Harrowers, a Doyen.
While the full extent of the meeting and
subsequent arrangement between Dancer and the
Harrowers is unknown, any collusion between
the most radical of the Doctrines and one of the
most malignant groups of Ciphers can only lead
to disaster.
Jim Dancer
James Allen Dancer is second only to
Reverend Cabot when it comes to charismatic
leadership among the Doctrines, second only to
Captain Platte when it comes to ruthlessness, and
second only to Daniel himself when it comes to
vision. This may make him appear as an also-ran,
but these combined qualities make him a force to
be reckoned with.
His goal of pushing forward to the next state
of being glows like a star in front of him, he
will stop at nothing to obtain his desire, and his
followers would follow him into the bowels of
Hell if necessary.
When you first lay eyes on Jim Dancer, he
appears to be a good-humored Texan with a flair
for cowboy boots and Stetsons. While this is an
accurate depiction, it is also far from complete. His
lop-sided grin belies the formidable will that lies
beneath the surface. The slow careless drawl that
colors his speech hides the steel that can appear in
an instant. Most people see the blue-eyed goodold boy in faded jeans and a three-day stubble.
They fail to perceive the driven man willing to
sacrifice anything to be the strongest Cipher the
world has ever known.

Chapter Four: Gamemaster

Jim Dancer is a master of Biokinesis as well


as Telepathy. When he is presented with a difficult
situation he tends to try using his charm first. If
that fails to work, he has no qualms in using his
potent Biokinesis to bully anyone that opposes
him.
Ever since his confrontation with Reverend
Cabot, Dancer has dreamed of a rematch between
himself and the big man in the white suit.
Attributes
Strength: 7
Agility: 7
Vitality: 8
Knowledge: 5
Wits: 7
Willpower: 10
Reaction: 3
Mental Resistance: 6
Physical Resistance: 5
Strength Modifier: 2
Movement: 7
Health: 18
Stun: 16
Important Skills
Academics: 2
Athletics: 7 (Climbing: 2, Running: 3,
Swimming: 2, Unarmed Combat: 3)
Clandestine: 4 (Conceal: 2, Sneak: 3,
Urban Survival: 3)
Crafts:
Investigation: 3 (Notice: 3)
Medicine:
Nature: 7 (Wilderness Survival: 5)
Performance: 2 (Misdirection: 3)
Science:
Social: 4 (Intimidate: 5)
Vehicle: 2 (Car: 4)
Weaponry, Melee: 4 (Knife: 4)
Weaponry, Ranged: 6 (Pistol: 1,
Shotgun: 4)
Potential: 10
EF Pool: 40
Biokinesis: 9

(T) Enhance Senses: 3


(T) Pain Tolerance: 5
(T) Second Wind: 3
(T) Snapshot: 3
(M) Boost Physical: 4
(M) Mimic: 3
(M) Regeneration: 3
(A) Drain Physical: 4
(A) Wound: 3
Clairvoyance:
Psychokinesis:
Telepathy: 4
(T) Communicate: 4
(T) Telepathic Shield: 2
(T) Twitch: 3
Refinements
Dual Specialty: (Telepathy)
Prohibited Form (Clairvoyance)
Affinity: Boost Physical (+1)
Affinity: Second Wind (+2)
Affinity: Regeneration (+1)
Aberrations
General- Grandiose Delusion
Situational- Fear Of Bogeymen (2)
Leon Thibodeaux
The leader of the Harbingers keeps a handful
of men and women around him at all times.
They act as his bodyguards while hanging on his
every word. These Ciphers give him a sense of
invulnerability and feed his already massive ego.
Leon Thibodeaux is the fanatical head of Dancers
sycophants.
Leon is a massive man from the bayous of
southern Louisiana with a penchant for brutality.
In Leons eyes, Jim Dancer is on his way to
godhood, and the Cajun would give his life for the
man that says he will be allowed to accompany
him. Leons faith in Dancer is absolute, and he
jumps like a trained attack dog to perform any
request his master graces him with.
A potent Biokinetic in his own right, like a
majority of those that consider themselves a part

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151

of the Proteus Movement, Thibodeaux enjoys


amplifying his already impressive physique
through the activation of his Talents. Thibodeaux
is also proficient in the use of firearms, having
spent his youth hunting daily in the swamps
near his childhood home. His time as Dancers
associate has allowed him to hone his fighting
skills as well as maintaining his marksmanship.
Leon is not the brightest of bulbs, but he
does not have to be for him to be good at his job.
Anyone that wants to harm or even approach Jim
Dancer will have to deal with Leon Thibodeaux
first.
Attributes
Strength: 8
Agility: 6
Vitality: 7

Knowledge: 4
Wits: 5
Willpower: 5
Reaction: 2
Mental Resistance: 3
Physical Resistance: 5
Strength Modifier: 3
Movement: 8
Health: 12
Stun: 14
Important Skills
Academics:
Athletics: 5 (Swimming: 3, Unarmed Combat:
4)
Clandestine: 3
Crafts:
Investigation: 2 (Notice: 3)

152

Chapter Four: Gamemaster

Medicine:
Nature:7 (Animals: 2, Direction Sense: 4,
Foraging: 3, Stealth: 4, Tracking: 2, Wilderness
Survival: 5)
Performance:2 (Bluff: 4)
Science:
Social: 3 (Intimidation: 4)
Vehicle: 3 (Boat: 4, Car:2, Truck: 2)
Weaponry, Melee: 6 (Chain: 1, Club: 3,
Improvised: 4)
Weaponry, Ranged: 6 (Bow: 4, Pistol: 1, Rifle:
4, Shotgun: 3)
Potential: 6
EF Pool: 24
Biokinesis (Primary): 6
(T) Pain Tolerance: 5
(T) Slow Metabolism: 3
(M) Boost Physical Attribute: 4
(M) Weaken: 2
Clairvoyance:
Psychokinesis: 3
(T) Drop Temperature: 3
(M) Fogbank: 3
Telepathy: 3
Refinements
Affinity: Pain Tolerance (+1)
Aberrations
None

Way Of The Prophet


In the decades following his abrupt
disappearance, the Prophet and his teachings had
begun to fade into legend. The importance of his
words had begun to fade with time.
A scant few Rogue Ciphers clung to his
message, holding the Three Tomorrows firmly
fixed in their hearts and minds as they tried to find
their way without a shepherd. Scattered across
the country, they no longer felt safe without the
charismatic Prophet binding them together.
To all appearances, there was no outside
agency involved. The Prophet seems to have left
of his own accord and for his own reasons.

The reasons behind the Prophets departure


likely began in upstate New York when an entire
DAEMON Campus worth of Ciphers went
missing. A man by the name of Lucien Porter was
among them.
First known Cipher, beloved of Nikola Tesla,
and by all accounts a genius in his own right;
the loss of Lucien was a tremendous blow to
DAEMON. A loss to the agency that would come
to be felt more and more as the years passed.
The night of the mass exodus of Ciphers from
the facility was a night of chaos. The fact that none
of the facility staff recalled anything the next day
in no way reflects the reality of that night. Those
with Clairvoyant Talents worked hard to foresee
the proper timing for the attempt while blocking
DAEMONs own seers from perceiving what was
going to happen.
The Telepaths used every trick in their book
to manipulate the guards and researchers to their
advantage. Those with Psychokinesis broke
locks, set fires, and generally caused even more
confusion while the Biokinetics cleared the way.
After it was all done, James Reed and a
handful of Telepaths made sure that they erased
every detail of the previous hour.
What no one noticed was that Lucien had
pushed himself too hard that night, and a Chimera
wearing the flaming visage of Luciens longdead father went scurrying into the night. Lucien
said nothing. He was simply unwilling to show
weakness and incapable of facing his past.
Years later, after the Reeds had established
Bonnet Island as a refuge for Ciphers, Lucien
began experiencing visions. These visions,
accompanied by the skull-splitting headaches
that had nearly incapacitated him during his years
working alongside of Nikola Tesla, showed him
the fate of humanity.
Driven half-mad by the perpetual agony in his
head, Lucien wandered for months in a landscape
comprised of the visions in his mind. By sheer luck,
he emerged from the dreamstate nearly unharmed.

Chapter Four: Gamemaster

50:124

153

154

He returned from his Clairvoyant walk-about with


a murky understanding of what he came to call the
Three Tomorrows.
Lucien felt it imperative to inform Ciphers
of the Three Tomorrows and to act as a guide,
leading them away from Apocalypse and
Dystopia. Fearing capture by DAEMON should
his identity become known, he adopted the rather
self-important title of the Prophet and began
contemplating how to assemble those Ciphers that
had escaped DAEMONs custody.
Further wandering, guided by his emerging
Clairvoyant abilities, found Lucien in a ghost
town outside of Cloverdale New Mexico in the
summer of 1959.
How exactly he managed to send out the
Telepathic summons is something he never
divulged, but within weeks of his arrival in New
Mexico, Rogue Ciphers from across the continent
began to feel an urging to move in the direction of
the American Southwest. No known DAEMON
agent active at that time has been recorded as
having been aware of the summons.
The tales of that moment in 1959 when the
Prophet first spoke of the Three Tomorrows have
passed down from mouth to ear throughout Rogue
Cipher culture, and the ten years that followed
have become a nostalgic Golden Age for those
Ciphers that were present when the Prophet was
leading his people.
In 1969, Lucien Porter, known to his followers
as the Prophet, disappeared from his tent without
a trace despite being surrounded by nearly a
hundred Ciphers, some with strong Telepathic or
Clairvoyant abilities.
Years after the teachings of the Three
Tomorrows had faded from the forefront of the
Rogue Cipher communities; a name began to
be whispered among the Ciphers. Daniel, it was
said, was a Cipher that had somehow managed
to acquire the Prophets notebooks. Thought
to have disappeared with the Prophet himself,

the notebooks were believed to hold numerous


prophecies concerning the Three Tomorrows.
Daniels claims of having possession of the
Prophets private journals sparked an intense
interest in Ciphers who remembered the Prophet.
Soon, even some of the younger Ciphers began
listening to the words Daniel filtered out by a
handful of select individuals.
Daniel resides in an unknown location
somewhere in the United States. Rumors abound
as to where he might be located, but not a single
lead has yet borne fruit.
The current theory is that the Prophet has
returned under an assumed identity, and has
constructed a means of disseminating his visions
and teachings to Rogue Ciphers while remaining
out of the spotlight, and presumably out of danger.
Organization
Lucien/Daniel has very carefully selected a
handful of Oracles that are aware of his location.
Their number varies as time and fate take their
toll, but never are there more than half a dozen at
any given time, and fewer than ten that act as his
voice among the Ciphers.
He is barraged by visions on a near constant
basis, and in his more lucid moments, he attempts
to scrawl down what he has seen so that it may be
passed on. Most of his visions are too murky to
interpret, but some are clear enough to take to the
Cells best able to handle the related Crux.
The half dozen dedicated Oracles that remain
by his side always includes a single Telepath
with the ability to remove the Aberrations that
stockpile upon Daniel as he dives into the future
again and again seeking the path to Balance. The
remaining Oracles are Clairvoyants who work in
shifts maintaining a Veil to protect Daniel from
detection.
The remainder of Ciphers that call themselves
Oracles are those that follow Daniel in spirit, rarely
hearing directly from him, if ever. This does not
stop them from believing whole-heartedly in the

Chapter Four: Gamemaster

Three Tomorrows and extending every effort to


resolve Cruxes and Strings for a favorable future.
Goals
Daniel has been very open about what he
wants for the future of Ciphers. His teachings,
both as Daniel and as the Prophet, have formed a
large amount of Cipher culture.
The Oracles and their leader strive to
understand, predict, and resolve those crucial
moments in time and space known as Cruxes to
prevent the subjugation and destruction foretold
in two-thirds of the possible futures.
Secrets "Mistaken Identity"
Layer upon layer of misdirection and
obfuscation surround the man currently leading
the Oracles. Should his people, or Ciphers at large,
discover that he truly was the Prophet or even
Lucien Porter; there would be many questions and
likely a loss of credibility.
The fact that must never come to light is that
Daniel is more and less than what he purports to
be. Daniel is the Bogeyman of the original Lucien
Porter.
Born on the night of the escape from
DAEMONs New York facility, Daniel existed
for years as a Chimera, wearing the face of
Luciens dead father. After years of hiding in the
shadows, feeding upon unsuspecting Ciphers, he
evolved into a doppelganger of Lucien. With this
transformation, came awareness and a burning
curiosity to understand what it was he had become.
For years, Daniel wandered, much as Lucien
himself was doing at the same time. He felt the
Telepathic summons in 1959, and was present
when the Prophet began his teachings. Daniel,
fearing discovery, refused to remain for long
amongst the Rogue Ciphers that had gathered
around Lucien, the Prophet. He instead did as a
number of Ciphers did during the 1960s, joining
the traveling group for short periods before
leaving.

After ten years of listening and observing,


Daniel finally presented himself to his father.
Initially, Luciens curiosity was such that he
agreed to take a walk from the camp to discuss in
private the meaning of Daniels existence. Daniel
used his own Telepathic Talents to shield them
from prying eyes and ears as they took their leave
for a private conversation.
Daniels memories of what happened next are
cloudy. His most clear recollections come to him
during the brief periods of sleep that he allows
himself. What he can recall is that something
caused the conversation to turn, and the next thing
he sees is the lifeless form of the Prophet, his
father, dead at his feet.
In a panic, Daniel used the Pyrokinetic Talents
he had inherited from Lucien to incinerate the
corpse and bury the ashes deep in the woods.
A return trip to the camp, remaining hidden by
Telepathy and a desperate Veil allowed him to
retrieve the Prophets journals before he departed.
For decades, he wandered, at times forgetting that
he was not Lucien. To this day, there are times
when Daniel forgets his true nature and believes
himself to be Lucien, and not the Ectovore that
has taken his place.
After the Shift, Daniel began to experience the
same visions Lucien experienced half a century
previous. The weight of the Three Tomorrows
bore down upon him until he came to a decision.
He would continue his fathers work, but in a
manner that would prevent any of his layers of
identity from being discovered.
Renegades
Amid the chaos of the impending Three
Tomorrows, Daniel has another crisis on his hands.
Less than a year ago, three of his most trusted
Oracles were working to resolve a crucial String
when disaster struck. The Crux was guided away
from Apocalypse, but at the cost of the sanity of
the Oracles.

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155

Still believing that the Three Tomorrows are


imminent, they now share the same Aberration that
the Three Tomorrows can be avoided, allowing
Ciphers to carve their own destiny separate from
Daniels and the Prophets teachings.
As such, these three, calling themselves the
Haruspices, have taken it upon themselves to
track down Cruxes and destroy those facets that
are critical to the Crux.
If the Crux details a conflict between two
individuals, with the survivors fate guiding
toward one Tomorrow or another, the Haruspices
will murder both. In their minds, this removes the
Crux altogether. Eventually, they believe, if they
destroy enough Cruxes in this manner, the Three
Tomorrows themselves will be voided, allowing
Ciphers to determine their own destiny.
Daniel has not allowed the Haruspices
connection to the Oracles to become known for
fear of the damage that it would surely cause his
reputation and that of his teachings.

156

Daniel
The creature that calls itself Daniel wears
the face of the Cipher that gave it birth, Lucien
Porter. There are ways to tell the Bogeyman
from the original. For one, Daniel has not aged
a day since its transformation from Chimera into
Bogeyman sometime in the 1950s. The biggest
clue however, is that Lucien, known for a short
time as the Prophet, did not have triple-jointed
fingers or a smooth patch on his stomach where a
navel should be.
Despite the fact that many Ciphers would
attempt to kill it as soon as they realized what it
was Daniel tries to be as good a man as it can be
without actually being human. It has picked up the
torch that the Prophet lit so long ago.
Daniel had spent decades wandering after the
accidental murder of its parent, awash with grief
and self-loathing. Only the onset of the visions
of the Three Tomorrows galvanized Daniel into
taking action.

The Bogeyman is the spitting image of


Lucien Porter on the day that Lucien escaped
from Skaneateles with dozens of other Ciphers.
While those Oracles that Daniel has surrounded
itself with are aware of its true nature, it long ago
convinced them of its sincerity. Still, they keep a
watchful eye should Daniel stray from the path it
has chosen for itself.
Daniel has the appearance of a shortish man
in his early thirties. Dark curly hair hangs to its
shoulders, framing a gentle face with piercing blue
eyes. When it speaks, its voice is soft and gentle,
and yet seems to carry the weight of many times
the number of years that it has actually walked the
earth.
Attributes
Strength: 4
Agility: 5
Vitality: 6
Knowledge: 8
Wits: 9
Willpower: 9
Reaction: 3
Mental Resistance: 6
Physical Resistance: 3
Strength Modifier: 1
Movement: 5
Health: 15
Stun: 12
Important Skills
Academics: 8 (History: 4, Philosophy: 2,
Psychology: 3, Research: 2)
Athletics: 3
Clandestine: 7 (Conceal: 3, Deception: 5,
Disguise: 3)
Crafts: 1
Investigation: 8 (Interrogation: 1, Notice: 4,
Puzzles: 3)
Medicine: 3
Nature:
Performance: 6 (Acting: 4,
Public Speaking: 3)
Science: 4 (Biology: 2)

Chapter Four: Gamemaster

Social: 4 (Charm: 2)
Vehicle: 1
Weaponry, Melee: 2
Weaponry, Ranged: 2
Potential: 9
EF Pool: 36
Biokinesis: 3
*Drain: 5
(T) Health Scan: 3
(T) Second Wind: 4
(M) Immunity: 5
(M) Regeneration: 1
Clairvoyance: 9
(T) Identify Crux: 5
(T) Post-Cognition: 4
(T) Resonance Tracking: 3
(M) Glimpse: 4
(M) Insight: 3
(M) Locate Crux: 5
(M) Veil: 3
(A) Interpret Crux: 4
(A) Prophecy: 5
Psychokinesis: 5
(T) Increase Temperature: 4
(M) Control Fire: 4
(M) Fire Shield: 3
(A) Ignite: 3
Telepathy: 2
*Create Chimerae: 5
Refinements
Affinity: Locate Crux (+2)
Affinity: Interpret Crux (+2)
Aberrations
None

evangelical in their devotion to Daniels mission.


Isabel Greco is not your typical Oracle.
She is a dark-skinned valkyrie who rides
into town on a motorcycle, carrying Daniels
unconditional support, a saddlebag full of
weapons, and a get-shit-done attitude.
When Isabel makes a rendezvous with a
Rogue Ciphers, she wastes no words or time in
explaining what the Crux is and what is going to be
done about it. This particular Oracle is not prone
to accepting excuses from Ciphers as to why they
cannot get involved. While she refrains from going
so far as to murder any of her fellow Ciphers, she
is not above beating some sense into them from
time to time. There have been some cases where
the Cell was considerably more powerful than
she was, and still refused assistance. Under these
circumstances, Isabel is likely to tie her hair back,

157

Isabel Greco
When Rogue Cells are visited by a
wandering Oracle bearing prophecies
directly from Daniel, the messenger is
more often than not typical of the Oracle
stereotype: cryptic, spacey, and not a little

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197:99

158

hop on her motorcycle and ride off to take care of


things herself.
Due to her dedication to the cause and a severe
lack of fear, Isabel frequently intercepts Reverend
Cabots revival to mend broken bones and other
injuries she sustains in pursuit of Daniels vision.
Attributes
Strength: 6
Agility: 8
Vitality: 6
Knowledge: 6
Wits: 7
Willpower: 6
Reaction: 3
Mental Resistance: 4
Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 12
Stun: 12
Important Skills
Academics: 4 (Literature: 2)
Athletics: 7 (Running: 2,
Unarmed Combat: 4)
Clandestine: 2 (Lock-Picking: 2,
Shadow: 2, Sneak: 3, Urban Survival: 4)
Crafts: 3 (Motorcycle Maintenance: 3)
Investigation: 5
Medicine: 2 (First Aid: 4)
Nature: 1 (Direction Sense: 3,
Navigation: 2)
Performance:
Science:
Social: 3 (Intimidate: 2, Streetwise: 3)
Vehicle: 4 (Motorcycle: 4)
Weaponry, Melee: 6 (Knife: 2, Sword: 3)
Weaponry, Ranged: 3 (Pistol: 2, Shotgun: 2)
Potential: 7
EF Pool: 28
Biokinesis:
Clairvoyance (Primary): 7
(T) Danger Sense: 3
(T) Identify Crux: 4

(T) Post-Cognition: 3
(M) Combat Sense: 2
(M) Insight: 3
(M) Locate Crux: 3
(M) Spatial Awareness: 2
(A) Interpret Crux: 2
(A) Prophecy: 1
Psychokinesis: 5
(T) Fine Manipulation: 3
(M) Tk Shield: 4
(A) Tk Strike: 3
Telepathy:
Refinements
Affinity: Combat Sense (+1)
Knack: Tk Strike
Aberrations
General- Antisocial Disorder

The Shield & The Truth


Aegis and Veritas, the two divisions of the
Department for Advanced Energy MONitoring
(DAEMON), are in a unique position to guide the
future of humanity.
While Ciphers have evidenced in all parts of
the globe, it is in the United States of America that
more than two thirds of all known Ciphers have
appeared. For the last eighty years, DAEMON,
and its predecessor the Cipher Project, have
been unable to determine why this is. This heavy
concentration of Ciphers has given the United
States a tremendous opportunity. All they have
to do is reach out and grasp it. DAEMON has its
gloved hand outstretched.
D.A.E.MON
When Walter Rasmussen, Joseph Milton,
Alexander Slate, and William Colbert pooled their
tremendous wealth to found the Cipher Project,
they had no idea of what it would eventually grow
into.
What began as a simple research initiative
funded by a collection of early twentieth century
industrialists has evolved into a highly advanced

Chapter Four: Gamemaster

black book project safely nested within the bowels


of Homeland Security red tape.
DAEMON has had a number of homes over
the years. The powerful few with knowledge of
the Cipher Condition have exerted every ounce of
their influence to keep its presence hidden from
even the highest offices of the US Government.
When the United States acquired the Cipher
Project from the Patrons, it was originally placed
under the auspice of the US Army. However, after
the end of World War II, it was moved into the
United States Air Force where a number of other
secret operations were placed as the new branch of
the military was being founded as an independent
entity.
DAEMONs finances remained hidden in
the fine print of the USAF for decades until the
advent of the Department of Homeland Security.
Homeland Security was given the torch of
DAEMON a mere two months after the Shift of
2002.
Very few members of Homeland Security are
even aware of DAEMONs existence. It is simply
the prime location to occlude the budgetary needs
of DAEMON.
Organization
When DAEMON was created in the early
1930s, it was decided that there would be two
discreet Divisions with each overseeing a
particular aspect of DAEMON.
Aegis was the designation for the Division
responsible for housing, educating, and training
the Ciphers in the care of DAEMON.
The other Division, assigned the task of
acting as the active branch of the project, was
dubbed Veritas. Veritas was placed in charge of
maintaining the cloak of secrecy surrounding the
existence of Ciphers and locating newly evidenced
subjects for the purpose of bringing them in to one
of the Aegis Campuses. Over time, Veritas also
became responsible for neutralizing threats to

DAEMON and National Security, including, but


not restricted to, the so-called Rogue Ciphers.
At the apex of DAEMONs hierarchy is the
Director. Early in the history of DAEMON the
Directors position was held by the Chief of Staff
of the US Army, in recent years the Director has
become more of a shadowy figure, governing
DAEMON through emails, telephone calls, and
his select cadre of Ciphers known as Adjutants.
No one aside from his Adjutants has personally
seen the current Director, but this does nothing to
lessen his power. Those beneath him carry out his
edicts quickly, or they are shortly thereafter visited
by his Adjutants and encouraged to toe the line.
The current Director took control of DAEMON
in 2003, and has taken great pains to interpret the
DAEMON Directives in as aggressive of a manner
as possible. The dramatic increase of evidencing
Ciphers brought about by the Shift, has given the
Director easy justification for this more hard-line
attitude concerning the mandate of DAEMON.
The Directives
Directive Alpha
Research the Cipher Condition for a more
complete understanding of Ectenic Force and its
uses.
Directive Beta
Apply all data gathered on Ciphers towards
the end of developing stronger and more diverse
Talents
Directive Gamma
Contain any and all information concerning
Ciphers, Ectenic Force, and Talents from the
general public.
Directive Delta
Train and employ Ciphers for the defense and
advancement of American ideals.

Chapter Four: Gamemaster

159

Directive Theta
Nullify all threat to National Security posed
by so-called Rogue Ciphers.
The Mu Directive
Most DAEMON operatives are only aware
of the first five Directives, but the Agency has
an additional Directive that is only divulged
to those in the highest levels of DAEMONs
administration. The rationale behind this secrecy is
a fear of appearing hypocritical while persecuting
the Oracles and other so-called Doctrines for
espousing a belief in the Three Tomorrows.
The Mu Directive demands utilization of
DAEMON Clairvoyants and other agency
resources to forestall the possible Apocalyptic
future anticipated by numerous DAEMON agents.

Aegis
160

Mandate

questionable methods. He is fortunate that


DAEMON is a secret agency, or he would likely
be vilified for his unethical procedures. Eugenics,
pain tolerance, and determining the limits of
Pushing are the primary areas of exploration.
These techniques lie at the core of Constantines
intense disagreements with Doctor Bell, but
the Director has made it abundantly clear that
Constantines methods are acceptable in the eyes
of DAEMON.
Doctor Bell is the head of Cipher Development.
As such, he is responsible for the education,
training, and general well being of Ciphers living
and training on the various Campuses. It is Bell
that accepts the role of surrogate parent to his
charges and attempts to ensure that DAEMON
has their best interests at heart.
Each of the two Division Heads has a number
of subordinates beneath him that assist in seeing
to their various duties.
Campuses

The branch of DAEMON designated AEGIS


has been tasked with enacting and upholding
Directives Alpha, Beta, and Delta of the DAEMON
Charter.
Structure
From the outside, the hierarchy of Aegis
doesnt appear as rigid as that of Veritas, but
Doctors Bell and Constantine maintain a discipline
that some have called autocratic.
Doctor Emilio Bell and Doctor Elijah
Constantine are the Voices of God within Aegis,
answering solely to the Director himself. Despite
their frequent differences, the two men agree on
the fact that the importance of Cipher Research
and Development trumps any other concern. The
two Division Heads spend time moving between
each of Aegis facilities, ensuring that progress is
made and standards are maintained.
The Research Division of Aegis is under
the guidance of Doctor Constantine and his

Aegis maintains at least three facilities in the


United States. Aside from the Director, Colonel
OConnor, and the Doctors Bell and Constantine,
no one person is privy to the location of all three
facilities. DAEMON agents and researchers know
of only the single facility they report to.
The location of the facilities changes every
few years, but the general regions remain the same
with one on the East Coast, one on the West Coast,
and one in the Midwest.
Aegis facilities, called Campuses, are
constructed and patrolled more like compounds
than an educational facility.
The Campuses contain a number of buildings.
Half a dozen laboratories devoted to the study of
Cipher biology and psychology share space with
miniature factories dedicated to pumping out Tesla
Tech. Doctor Bell and Doctor Constantine have
Administrators on each Campus that cooperate in
overseeing operations at the Campuses when Bell
and Constantine are not present.

Chapter Four: Gamemaster

Dormitories and classrooms are also set aside


for the Ciphers contained within the Campus,
along with a gymnasium and swimming pool
that is available to Ciphers and non-Ciphers alike
twenty-four hours a day.
Security is extremely high at the Aegis
Campuses. Standard measures including security
cameras, electrified fences and armed guards
with trained dogs are visible deterrents to anyone
seeking to enter or leave without permission.
DAEMON-trained agents are on duty at all times
to assist in keeping watch and providing additional
security measures. After Skaneateles, DAEMON
has worked hard to make their properties some of
the most secure locations on Earth.
Secrets
An entity like Aegis, with a tremendous
amount of funding and virtually no oversight, is

guaranteed to have more than a few skeletons in


the closet. Some of these secrets are potentially
destructive to DAEMON as a whole.
A House Divided
Trouble is brewing inside the Shield of
DAEMON. The ongoing feud between Bell and
Constantine has filtered down to those that live and
work on the Campuses. The arguments between
the Division Heads are hard to miss when the two
men have shouting and finger-pointing matches
that spill over into the cafeteria or outside of one
of the labs.
The Research Division, nicknamed The Forge
by the scientists that drive it, are largely convinced
that their Head, Doctor Constantine, is in the right
concerning the extreme methods he has chosen to
implement. This attitude is primarily born of the
frustration of so many years passing without much

161

Chapter Four: Gamemaster

162

in the way of progress. As far as the scientists of


the Forge are concerned, a change was overdue.
The men and women of the Forge have begun
to feel a burgeoning animosity towards those
Doctor Bell and his team. The attitude among the
scientists is that the Development Division spends
too much time coddling the Ciphers under their
supervision, and that a firmer hand is necessary to
get results.
Those that answer to Doctor Bell have mostly
adopted his approach of treating the Ciphers on
Campus as family and have even adopted their
own nickname for themselves, The Children of
Tesla. Bell has made no secret of the fact that
Nikola Teslas propensity of playing the kindly
grandfather is his own preferred method of
interaction with the Ciphers.
Many of the Children of Tesla live side by side
with the Ciphers, and find it difficult to perceive
them as lab-rats. Their growing disgust with The
Forges practices is reaching a boiling point as they
feel that their friends and adopted family members
are being subjected to inhuman experiments. It is
beginning to be a common conversation amongst
the people in Development that something needs
to be done about Constantine and his lackeys.
Pandoras Box
Almost ten years ago Aegis scientists were
conducting experiments upon young Ciphers
that had recently evidenced their Talents. These
experiments involved the injection of carefully
measured amounts of stabilized ectoplasm. The
goal of these experiments was to enhance the
Potential of the children. Previous tests had been
run on adult Ciphers with no positive results.
The procedures were run on a batch of one
hundred children. The experiments proved to be
fatal to the young Ciphers in all cases save one.
A thirteen-year-old girl named Joan, already a
potent Pyrokinetic, saw a dramatic spike in her
Potential. Further testing showed that as a result

of the injections, she had become one of the most


powerful Psychokinetics on the planet overnight.
Their triumph was short-lived however.
Weeks after Joan proved to be a success, Captain
Platte and a small army of Rogue Ciphers struck
at the Campus where Joan was being held. The
Rogue Ciphers proved to be more effective
than DAEMON expected, and they managed to
abduct a number of Ciphers from the dormitories.
Unfortunately for Aegis, Joan was on the list of
those missing once order was restored.
Since then, the scientists of Aegis have
been feverishly attempting to reconstruct their
accidental success. Doctor Constantine has
designated the experiment as a top priority, and the
increased number of damaged and dead Ciphers is
one of the reasons the two Divisions of Aegis have
been at odds of late.
Recently, researchers have once more
stumbled upon the process of amplifying a
Ciphers Potential.
There is an unexpected downside. Something
Platte has been aware of for years, as he has
struggled to contain Joan. The Ciphers that have
shown an increase in their Potential are highly
susceptible to contracting Aberrations, much
more so than normal Ciphers.
Despite this drawback, Constantine has
authorized the program to proceed, producing
more of these so-called Super-Ciphers. Aegis
is playing with fire as they continue to create
individuals they will have only an extremely
tenuous control over.
Doctor Emilio Bell
Emilio Bell is not a Cipher. While some might
think this would pose difficulties in fulfilling his
duties as Head of Cipher Development within
Aegis, the truth is that Doctor Bell is doing a
noteworthy job considering the circumstances.
Bell is a shortish man in his early sixties. A
ring of snow-white hair frames his bald pate, and
the mild stutter that affects his speech when he

Chapter Four: Gamemaster

is frustrated makes for a less imposing figure to


those in his care.
There has not been a more devoted advocate
for Ciphers within DAEMON since Tesla himself.
This has endeared him to the Ciphers that live and
train on Aegis Campuses, but has made him no
small number of enemies amongst his peers. His
greatest opponent is the Head of Cipher Research,
Doctor Elijah Constantine.
The protectiveness that Bell feels for
his Ciphers puts him at cross-purposes with
Constantine on a regular basis. While Constantine
views Ciphers as little more than a pool of test
subjects, fodder for his experiments, Bell has
come to see those with Talents as family.
The Development Division of Aegis has
come to see Bell as their moral compass, and
the inheritor of Nikola Teslas role as advocate
for the Ciphers. The so-called Children of Tesla
do everything they do out of admiration for the
aging Bell. While he has yet to comment on the
existence of the Children of Tesla, there is no way
he could miss the growing factionalism that is
beginning to take place between the two branches
of Aegis. Should push come to shove, Doctor Bell
will side with the Ciphers and those under him in
Development, but he sees a schism in DAEMON
as ultimately leading to nothing but a worsening
of conditions for the Ciphers he cares so much for.
Attributes
Strength: 3
Agility: 4
Vitality: 4
Knowledge: 9
Wits: 7
Willpower: 6
Reaction: 2
Mental Resistance: 4
Physical Resistance: 2
Strength Modifier: 1
Movement: 4
Health: 10
Stun: 8

Important Skills
Academics: 10 (Computer Usage: 3, History:
2, Politics: 2, Research: 5, Sociology: 5)
Athletics: 2
Clandestine: 3 (Conceal: 2, Deception: 1)
Crafts: 3
Investigation:
7
(Cryptography:
1,
Interrogation: 3, Notice: 4, Puzzles: 3)
Medicine: 9 (First Aid: 5, Forensic Medicine:
2, Obstetrics: 3, Pharmaceuticals: 3, Surgery: 3)
Nature:
Performance: 3 (Public Speaking: 3)
Science: 9 (Biology: 5, Chemistry: 3)
Social: 6 (Charm: 3)
Vehicle: 2
Weaponry, Melee:
Weaponry, Ranged: 2 (Pistol: 1)
Doctor Elijah Constantine
The Research Division of Aegis has seen its
fair share of unethical scientists move through its
ranks. From the former Nazi scientists of Operation
Paperclip to the men moved to DAEMON after
the US Armys LSD experiments, Aegis has never
been at a loss when it came to finding men with
certain qualities; men who are willing to place
the quest for knowledge over the well being
their fellow humans. Doctor Elijah Constantine
is perhaps the greatest monster ever to head the
Research Division of Aegis.
Constantine, while only in his forties, has a
presence that commands subservience. While he
is not a Cipher, the razorblade rasp of his voice
and the cold look in his eyes can instill fear in
even the most potent of Ciphers. Curt, blunt, and
harsh, his manner can never be said to contain
warmth or compassion of any sort. The only place
where he allows himself to relax is when he is with
his mistress, Melanie. She alone is aware of the
intense passion the doctor feels for his work. To
all others, he is an unchallengeable god of granite
and iron will.

Chapter Four: Gamemaster

163

164

The experiments that take place in the labs and


medical facilities of Aegis Campuses are his lifes
work. If it were necessary for him to sacrifice
hundreds, if not thousands, of Ciphers for him
to further his research he would do so without
blinking an eye.
On the matter of the growing divide between
the Children of Tesla and those dubbed the Forge
of Research, Constantine couldnt care less. He is
confident in the continued support of DAEMONs
Director, and should it come to a conflict between
Constantine and Bell, the Head of Research is
certain he knows who will come out on top.
Attributes
Strength: 5
Agility: 4
Vitality: 5
Knowledge: 9
Wits: 6
Willpower: 7
Reaction: 2
Mental Resistance: 5
Physical Resistance: 3
Strength Modifier: 2
Movement: 5
Health: 12
Stun: 10
Important Skills
Academics: 10 (Computer Usage: 2, Politics: 4,
Research: 5)
Athletics: 2
Clandestine: 3 (Conceal: 2, Deception: 4)
Crafts: 3
Investigation: 7 (Interrogation: 3, Notice: 4)
Medicine: 9 (First Aid: 1, Forensic Medicine: 4,
Obstetrics: 1,
Pharmaceuticals: 4, Surgery: 5)
Nature:
Performance: 3 (Public Speaking: 2)
Science: 9 (Biology: 5, Chemistry: 5)
Social: 6 (Intimidate: 3)
Vehicle:
Weaponry, Melee:

Weaponry, Ranged: 1 (Pistol: 1)


Veritas
Mandate
The branch of DAEMON designated Veritas
has been tasked with enacting and upholding
Directives Gamma and Theta of the DAEMON
Charter.
Along with their Aegis counterparts, the highranking officers and officials of Veritas maneuver
their agents in accordance with the Mu Directive.
Structure
Veritas has traditionally maintained a military
officer as Commander. The current Commander,
Colonel Elizabeth OConnor answers to the
Director without intermediaries.
Colonel OConnor runs Veritas with a ruthless
efficiency and complete lack of sympathy for
failure.
OConnor maintains an office in New York
City, but is rarely there as she prefers a hands-on
approach to administration. Where she perceives
a potential problem is where she directs her
attention.
Beneath Colonel OConnor are numerous
Office Supervisors that are held responsible for
the activities of their respective Field Offices.
Working under each Office Supervisor is a varying
number of Agents and Special Agents. Special
Agents have seniority and more authority than
standard Agents.
Whether or not a particular Veritas Agent
is a Cipher has little to do with whether or not
OConnor makes him a Special Agent. Promotions
are entirely performance-based under the current
Veritas administration.
Hunting Rogue Ciphers
Veritas Agents use a variety of tactics to locate
and apprehend Rogue Ciphers. Traditional and
advanced law enforcement techniques as practiced

Chapter Four: Gamemaster

by the FBI are the foundation upon which each


case is built.
DAEMON also establishes liaisons with
local FBI offices and traditional police and
sheriffs offices under the guise of special units of
Homeland Security.
The more esoteric tools that Veritas brings to
bear against Rogues are Talents wielded by their
very own Ciphers and the Tesla Technology that
allows non-Cipher agents to level the playing field
to a degree.
Once a Rogue has been detected, whether
through local authorities, Talents, or sheer dumb
luck, DAEMON agents flash Federal badges to the
populace as they go about the business of arresting
a dangerous fugitive. Should the Rogue attempt
to flee or fight, lethal force is not only allowed
but
encouraged
by the Director and
Colonel OConnor.
The
preferred
outcome of such
a confrontation
is, of course,
capture but as
long as the threat
is prevented from
remaining at large,
DAEMON considers
it
a
successful
conclusion to the
case.
One
tool
that
agents
frequently use
to aid in capture
is an injection of
Morphine. Once
introduced into
the bloodstream,
Morphine
not
only slows down
and disorients the
Rogue, but also has

the additional effect of dampening the Potential


of the Cipher.
If necessary, Veritas agents will continue to
administer doses of Morphine until the Rogue
Cipher is compliant or unconscious and can be
taken to the Field Office and placed in a holding
cell containing Dampening Panels.
Field Offices
Veritas maintains a number of Field Offices
across the country. Most major cities have a Veritas
presence and up to as many as twenty DAEMON
agents at any given time.
Field Offices are generally nested within local
Federal buildings such as offices reserved the
Federal Bureau of Investigation or the Internal
Revenue Service. There is at least one Veritas
Field Office known to be located in a small room
located in the rear of a Post Office.
Dampening Panels are placed behind the
walls of Veritas locations. While this proves to
be frustrating to the Ciphers among the agents,
it is considered by the Director to be a necessary
precaution. The Dampening Panels are squares
of material that are capable of absorbing and
bleeding off Ectenic Force from activated Talents.
Aside from the Panels, each Field Office has a
supply of Tesla Technology at its disposal for use
by non-Cipher Agents.
Secrets
Bought And Paid For
It is common knowledge that government
employees are underpaid and overworked.
DAEMON is no exception. Despite their
hazardous duties, most Agents feel overlooked
when it comes to the topic of compensation.
Jonathan J. Slate is keenly aware of this,
and has taken it upon himself to offer financial
assistance to these dutiful public servants. Of
course, this aid comes with a price tag.

Chapter Four: Gamemaster

165

Slate has made arrangements with a small


number of Veritas Agents to provide him with
information. Agents are paid handsomely for what
they pass on to Slate and his Phantom Security
operatives.
Most of those on the take from Slate justify
their actions by telling themselves that Slate is
already aware of the existence of Ciphers and
the information he requests is always concerning
Rogue Ciphers. Never has he asked for the
location of an Aegis Campus, or for access to
Tesla Technology.
Should Colonel OConnor become aware of
what her Agents are up to, she will likely show
them exactly how she shows her disapproval.
Heads will roll, and it is doubtful that it would be
only in metaphor.
The Man In The White Suit

166

Reverend Vance Cabot has made no attempt


to make himself hard to miss. The traveling
evangelist seems to beg to be brought in by Veritas
with his every move.
The rotund Biokinetic routinely uses his
Talents in front of audiences that number in the
hundreds, tens of thousands if you consider his
television program. While there is little chance that
this activity will reveal the presence of Ciphers to
the general public, it galls OConnor that Cabot is
allowed to flaunt his abilities, but the Director has
declared him hands-off.
The Director has explained to OConnor that
the Boundless Faiths underground railroad of
Rogue Ciphers has proven an irritation, but also
presents an excellent opportunity to apprehend a
vast number of Rogues in one fell swoop.
If Veritas were to raid every so-called
Sanctuary they discovered, Cabot would simply
change tactics and make it even more difficult to
track those he offers his aid to. By allowing the
network of Boundless Faith locations to continue
operating, OConnor has the chance to begin

making preparations to hit as many of them as


possible at once.
For a long time, Colonel OConnor has been
making lists of places and names while she
prepares plans for the largest Veritas operation to
date.
The Director has recently given the
Commander of Veritas a green light to proceed.
All that remains before dozens of Veritas Agents
descend upon the Boundless Faith Sanctuaries is
for Colonel OConnor to put the finishing touches
on her plans and pull the trigger.
Colonel Elizabeth Oconnor
Elizabeth OConnor is a tough and resourceful
woman; shes had to be to attain her current rank
and position. She fought her way up through the
ranks by refusing to give in or give up. Her twentyseven years in the army has forged her into a loyal
soldier and a brilliant commander of the men and
women serving beneath her in Veritas.
Her fiery red hair is a perfect match for her
near legendary temper. Many junior officers have
faced the wrath that is Colonel Lizzy, and will
follow her into sudden death if it means avoiding
her displeasure once more. OConnor does not
mince words. Every thing she says is unvarnished
and straight to the point. The closest she comes to
a poetic turn of phrase is the string of inventive
curses that pour from her mouth when she is
frustrated.
Colonel OConnor is a fair commander. She
expects no more from those under her authority
than she expects of herself: perfection.
Attributes
Strength: 6
Agility: 5
Vitality: 7
Knowledge: 7
Wits: 6
Willpower: 8
Reaction: 2
Mental Resistance: 5

Chapter Four: Gamemaster

Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 15
Stun: 14
Important Skills
Academics: 6 (History: 3, Law: 2, Philosophy:
3, Psychology: 2, Research: 2)
Athletics: 5 (Running: 2, Swimming: 1,
Unarmed Combat: 3)
Crafts:
Clandestine: 5
Investigation: 6 (Interrogation: 2, Notice: 3,
Puzzles: 3)
Medicine: 3 (First Aid: 1)
Nature: 5 (Direction Sense: 1,
Wilderness Survival: 2)
Performance:
Science:
Social: 4 (Intimidate:4)
Vehicle: 5
Weaponry, Melee: 4 (Knife: 2)
Weaponry, Ranged: 7 (Pistol: 3, Rifle: 3, Smg:
2)
Janus
Janus is the name that Rogue Ciphers have
given a Veritas Agent that is now more urban
legend than reality. It is said that Janus, named
for the two-headed Roman god, is a highly skilled
mole that inserts himself (or herself) into Rogue
Cells with the ultimate goal of selling them out
to DAEMON. The captures of more than half a
dozen Cells have been attributed to this Agent.
Whether or not Janus is real, the idea of him is
enough to add to the paranoia most Rogue Ciphers
already live with on a daily basis.
As Janus can take a number of different roles
in a story, his Attributes, Skills, and Talents have
been left for the GameMaster to develop as the
story requires.

Tesla Tech
During Nikola Teslas stay with the Cipher
Project, and later DAEMON, he made tremendous
advances in understanding the Cipher condition.
At no other time before or since has there been
greater leaps in understanding Cipher Talents and
applying them outside of the human body. Tesla
is the sole person to have created devices based
upon Cipher abilities.
While researching the unique energy
generated by Ciphers called Ectenic Force, Tesla
engineered more than a score of instruments that
mimicked Talents. The key hurdle DAEMON still
experiences is that after Tesla died in 1943, no
one has been able to produce any new devices.
Despite the best efforts of some of the greatest
minds of the twentieth century, there have been
no improvements upon Teslas originals. The
best DAEMON has been able to do is to replicate
the devices exactly as Tesla first fashioned them,
following the blueprints left over from the original
designs.
This is not to say that Tesla Technology has
become obsolete. Nothing could be farther from
the truth. There are currently close to a dozen
Tesla Tech devices that Veritas agents regularly
take into the field, and Aegis puts a number of
the instruments into use on a daily basis on their
Campuses.
Tesla Tech has a unique appearance in todays
world of diminutive wireless telephones and sleek,
palm-sized computers.
Built primarily in the 1930s, Tesla Tech is
bulky and reminiscent of the early days of science
fiction. The TK Gun, called The Thumper by
present day Veritas Agents, looks as if it belongs
in the prop closet of the Flash Gordon serials from
the 1940s, while the Cognitive Bridge is an 800lb
metallic desk connected by think cables to a pair
of bulky silver helmets with an array of antennas
on top of them.

Chapter Four: Gamemaster

167

168

The foundation of every piece of Tesla Tech is


the Ecto-Battery.
Nikola Tesla found that if a Chimera were
impacted with a tremendous amount of electrical
energy at the exact moment in time between
the expulsion of Ectenic Force from an evoking
Cipher and the formation of the solid monstrous
form of a new Chimera, the result was a gelatinous
substance fully charged with Ectenic Force. The
problem was that once the electricity was no
longer applied to the substance, it would complete
its birthing into a Chimera.
After some experimentation, Tesla was
able to construct a device that could contain the
substance, and maintain its semi-formed state. As
is the case with all Tesla Technology, Tesla was
the only person who understood the intricacies
behind the containment chambers.
After a brief amount of study, the Croatian
genius devised a smaller containment device, the
Ecto-Battery. While the suspension of Ectenic
Force, called Ectoplasm, still has to be performed
using one of the larger devices, DAEMON agents
were now able to carry portable refills should
the need arise.
Tesla Tech Devices
Below is a selection of various Tesla Tech
devices available to DAEMON Agents. Remember
that these items are costly and time-consuming to
replace, so very rarely will a squad of DAEMON
Agents be able to requisition more than one or two
Tesla Tech items (aside from spare Ecto-Batteries)
at a time.
When designing your own Tesla Tech, keep in
mind that ALL Tesla Tech devices require at least
one Ecto-Battery to operate.
Ecto-Battery
Ecto-Batteries are 12 x 2 tubes of crystal
with copper endcaps. They weigh approximately
three pounds (empty or full), and can contain 20
units of Ectenic Force when fully charged.

Ecto-Batteries must be recharged at one of the


larger DAEMON facilities, as the device capable
of filling the batteries is massive and not at all
portable.
If an Ecto-Battery should be broken, the
electro-suspension of Ectenic Force fails and the
Chimera formerly held in stasis is now free to
complete its transformation.
Use the random tables on the Chimera
Generation Chart to generate the two
variable Talents.
Because
of
this,
DAEMON Agents take
great care to ensure that
the Ecto-Batteries are
concealed and protected
within reinforced battery
packs. Still, accidents do
happen.
Durability: 1
Thumper
The Thumper has the appearance of a 4 long
raygun straight from a Flash Gordon serial. There
are a series of crystalline discs around the barrel
of the rifle that focuses the Ectenic Force.
A medium-size backpack containing 2 EctoBatteries (40 EF) connected to the butt of the
Thumper by a 1 diameter cable.
The Thumper can simulate the Talent TK
STRIKE by emitting a burst of invisible Ectenic
Force that does 5 STUN Damage to its target.
Each shot from the Thumper on a successful
(Agility+Weaponry, Ranged+Rifle) costs 5EF,
and the device takes 10 seconds (1 Round) to
recharge.
Thumper Durability: 2
Battery Pack Durability: 3
Pinger
The Pinger itself is textbook sized item with
a small battery pack capable of holding one EctoBattery. The battery pack holds one Ecto-Battery

Chapter Four: Gamemaster

(20 EF) and can be worn on a belt or slung over


the shoulder of the agent.
The
Pinger
is
connected to its battery
pack by a 1 diameter
cable.
The
Pinger
simulates
the
Telepathic Talent Ping
with a small screen
that displays direction
and distance to the
detected sources of
Ectenic Force.
When activated, it
detects Ectenic Force
within LOS of the front
of the device
in an approximately
90-degree arc.
The Pinger takes 1 second (1 Phase) to
recharge and costs 1 EF per Ping.
Pinger Durability: 1
Battery Pack Durability: 3
Ecto-Skeleton
This bizarre looking piece of Tesla Tech is
brought out into the public even more rarely than
the other devices. It is an exoskeleton that covers
the wearers arms, legs, and torso in bands of a
titanium alloy (this being one of few refinements
of Teslas inventions since the harness itself is not
integral to the operation of the device).
The key element of the Ecto-Skeleton is the
thousands of half-inch long hollow copper needles
that puncture the wearers skin along the inside
of the titanium alloy bands. The needles are just
long enough to make contact with the musculature
of the wearer and inject a compound of Ectenic
Suspension into his body. The suit comes with
a larger battery pack capable of holding 3 EctoBatteries (60 EF), and can simulate a handful of
Biokinetic Talents.
The Ecto-Skeleton has the following abilities
with cost listed below.

Boost Physical: +2 to Strength and Agility


Duration: 1 minute (6 Rounds)
Cost: 10EF
Pain Tolerance: Ignore all Wound Penalties
Duration: 5 minutes (30 Rounds)
Cost: 5EF
Second Wind: +5 STUN
Duration: Instant
Cost: 5
Durability: 5
Battery Pack Durability: 3
Ecto-Mask
One of the most unpleasant examples of Tesla
Tech is the Ecto-Mask. Unlike the other devices,
the Ecto-Mask doesnt utilize an Ecto-Battery.
Instead, the Ecto-Mask is approximately a
half-gallon of gelatinous Ectoplasm that has been
run through the Masking Device at one of the
DAEMON facilities and squirted over the users
body, covering him from head to toe.
At the time of application, the user
concentrates on the image of the person he wants
to impersonate. Generally there is a photo to assist
in visualization.
The Ectoplasm, having been run through the
large Masking Device acts as a simulation of the
Telepathic Talent Mask, by creating a perfect copy
of an individuals appearance.
While the appearance is flawless (as long
as the wearer is paying attention at the time of
application), it does nothing to emulate the voice
or mannerisms.
A special solvent is carried on the Agents
person, or carried by his backup, due to the fact
that the Ecto-Mask consumes 1 EF from the
wearer every half hour and prevents the natural
regeneration of a Ciphers Ectenic Force.
There is effectively no Cost in Ectenic Force,
as a Masking Device at a DAEMON Field Office
must apply the Mask.

Chapter Four: Gamemaster

169

Dampening Panels

170

Dampening Panels are squares of 1 x 1


fiberglass-like webbing surrounded by a copper
frame.
The Panels are one of the most effective tools
DAEMON has in its crusade against the Rogue
Doctrines as it has the capability to nullify the use
of any and all Talents of those within the confines
of a Dampened area. The Dampened Area must
have Panels covering every inch of wall, floor,
and ceiling, creating a box of Dampening Panels.
DAEMON field offices and the detainment
cells in the larger facilities have floor, ceiling, and
all four walls covered in Dampening Panels to
prevent nasty surprises. These Panels are naturally
hidden beneath the drywall, flooring, etc of the
building.
Teams of Veritas Agents regularly have a van
at their disposal with the entire cargo area covered
in Dampening Panels for when they manage to
apprehend a Rogue Cipher.
When a Talent is activated within the confines
of a Dampened area, the panels are activated and
the fibers take on a pale, ghastly green color as the
Talent is cancelled (regardless of the result of the
roll).
One Ecto-Battery can power 10 Dampening
Panels for a period of 1 hour of continuous usage.
Needless to say, DAEMON field offices have
a large supply of batteries, but as the Dampening
of the offices are of very high priority, it is rare
that any of the Ecto-Batteries designated for the
Dampeners are re-allocated for the use of other
Tesla Tech devices.

The Sealed
Pastor Dwayne Frye lives in a hate and delusion
filled world of his own creation. Unfortunately, he
is not alone. His passion and charisma has drawn
over a thousand people to share in his fevered
vision.

The self-proclaimed Voice of God is


convinced that Ciphers are tools of Satan sent
to Earth to make the world ready for the coming
Antichrist. In fact, he has named those Ciphers
the Damned to delineate them from those with
God-given abilities. The bitter irony is that Pastor
Frye himself is a Cipher, though he perceives his
Talents as a Gift from God that allows him to
combat the forces of evil.
Frye has a network of churches throughout
the Midwest that have bought into his fire and
brimstone message. Calling his followers the
Church of the Sealed, Frye believes that the
congregation is a portion of the 144,000 that are
Sealed by God during the time of Tribulation.
Other sects of Christianity look to this
particular passage from the Book of Revelation as
central to their beliefs, but Frye and his faithful
are of a different mindset.
Many parishioners of the various Churches
of the Sealed became aware of the existence of
Ciphers from family members evidencing Talents.
In many of these cases, the Ciphers first experience
with their Talents was destructive or traumatic in
other ways. In some instances, DAEMON took
their child away to receive special education.
Frye plays upon the peoples tragedies to convince
them that their sons and daughters, mothers and
fathers are touched by Lucifer and likely beyond
redemption in this world. The only way to assure
their loved ones places in the afterlife is to prevent
them from committing acts of evil in this life.
Pastor Frye is a Pyrokinetic. His powers
evidenced themselves in the midst of a particularly
intense sermon. Flames appeared in his hands
as he spoke of the torment of souls that would
be damned to Hell. A corona of fire enveloped
him as he spoke of the cleansing fire of God.
Seeing himself as being touched by the divine, he
began attracting people to his sermons with the
showmanship with which he accompanied the
usage of his Talents.

Chapter Four: Gamemaster

It is unknown how Frye came to the


conclusions he professes so fervently, but he has
taken it as his mission to remove Satans creatures
from the Earth.
Organization
Frye has drawn a handful of Ciphers to his
Church and convinced them that they are chosen
by God, just as he is. These Ciphers, bearing the
title of Deacon, assist in the running of the various
churches aligned with the Sealed.
The general congregation of the Sealed is
taught to hate those outside of the church that have
powers. While God has seen fit to bless certain of
his flock with angelic gifts, there are many other
weapons that the common faithful can bring to
bear in their war with Hell.
Regular retreats are attended by many of the
Sealed. These retreats allow Frye and his Deacons
to inundate their followers with the message of hate
cloaked as Christianity without the distractions of
everyday life. In addition, every Sealed from the
age of ten on up are taught how to handle a wide
variety of firearms during lengthy lessons from
those of the Sealed well versed in such things.
Deprogramming techniques are taught as
well, in case a Cipher can be abducted without
violence. It is drilled into everyone however, that
should the Damned refuse to repent they must be
sent to Christ to save their souls from perdition.

Secrets
The Two Witnesses
Revelation Chapter 11 talks of two witnesses
who will proclaim Gods message on the streets
of Jerusalem. Frye is convinced he is to be one
of these witnesses from a passage from that same
portion of the Bible. If anyone tries to harm
them, fire comes from their mouths and devours
their enemies. This is how anyone who wants to
harm them must die.
The truly frightening aspect of this fantasy is
that Frye has been having visions of one of the
Three Tomorrows: specifically that of Apocalypse.
He is utterly certain that it is by the hands of the
Two Witnesses that the Apocalypse as designed
by God will come to pass.
Pastor Frye has been sensing certain events
that will lead to Armageddon and sending his
followers out to ensure that events unfold match
his visions. This has brought him into more
frequent conflict with Rogue Cipher Cells and
DAEMON.
In addition to working towards ensuring
that Gods planned Apocalypse takes place on
schedule, Frye is searching for the second Witness.
Already, he has murdered a pair of candidates that
did not feel as he did about the coming End of
Days.
The Prodigal Deacon

Goals
Pastor Fryes Church of the Sealed has one
singular goal: to lessen the impact of the Antichrist
by preventing his soldiers, the Damned, from
making the world ready for his arrival.
Under the banner of salvation, the Sealed
practice murder, kidnapping, and brainwashing
upon those Ciphers that have chosen to reject
Pastor Fryes teachings.

One of the Ciphers working as a Deacon


within the Church of the Sealed has a daughter
with terminal cancer. In an ironic twist of fate,
the Biokinetics of the Church have little in the
way of healing Talents, and thus the little girl has
continued to deteriorate before her fathers eyes.
The Deacon, a potent Cryokinetic, has made
the decision to flee the shelter of the Church
and take his daughter to Reverend Cabot and
his Samaritans. Regardless of what Pastor Frye
has taught, the Deacon has heard too many tales

Chapter Four: Gamemaster

171

of Cabots ability to heal even the most horrid


diseases and injuries.
His guilt is what has kept him from taking
action sooner. Despite the fact that he is now
determined to see his daughter healed by any
means necessary, he harbors severe trepidation
about taking his child to what he has been told are
servants of Lucifer, but a father will do anything to
save his child, even it costs him his own immortal
soul.
Pastor Dwayne Frye

172

Dwayne Frye is a gangly man in his late


fifties. His bushy eyebrows sit atop a pair of eyes
filled with fiery zeal. When he speaks, its easy to
believe his claims that he has been chosen to act
as the Voice of God during these troubling times.
The intensity of his passion as he speaks of the
Second Coming is hard to dismiss, and it is easy
to see why more and more are coming under his
sway.
His jeans and simple button-up shirt are a
stark contrast to Reverend Cabot, who Frye calls
the Pearly White Devil. Frye speaks frequently,
and with much animosity, about Reverend Cabot,
saying that the head of Boundless Faith Ministries
is more concerned with his fancy clothes than with
following the Word of God. Cabot, Frye insists, is
a tool of Satan, sent to lead the masses astray. He
has even gone so far in recent months as to declare
that Cabot is the False Prophet spoken of in the
Book of Revelation. It is highly likely that Pastor
Frye believes this to be truth.
As a Cipher, you are either with Frye and his
Apocalyptic vision or you are Damned and must
be cleansed from the earth. Anyone with Talents
that he comes across will likely be given one
chance, and one chance only, to come to Jesus.
If that Cipher fails to see the light, Frye and his
Deacons will descend like avenging angels to
purge the Damned.
Pastor Frye is a highly gifted Pyrokinetic
who claims that his Talents are gifts from God,

given to fight against the servants of damnation.


Technically Pastor Frye is brimming with
Aberrations, but it is safe to say that, even without
that fact, he is utterly insane.
Attributes
Strength: 4
Agility: 7
Vitality: 6
Knowledge: 5
Wits: 8
Willpower: 7
Reaction: 3
Mental Resistance: 5
Physical Resistance: 3
Strength Modifier: 1
Movement: 6
Health: 13
Stun: 12
Important Skills
Academics: 3 (Religion: 4)
Athletics: 5 (Unarmed Combat: 1)
Crafts: 3
Clandestine: 4 (Deception: 2)
Investigation: 5 (Notice: 3)
Medicine:
Nature: 2 (Wilderness Survival: 3)
Performance: 3 (Public Speaking: 4)
Science:
Social: 5 (Intimidate: 4)
Vehicle: 1 (Truck: 1)
Weaponry, Melee:
Weaponry, Ranged: 6 (Rifle: 3, Shotgun: 2)
Potential: 6
EF Pool: 24
Biokinesis:
Clairvoyance: 3
(T) Danger Sense: 2
(T) Identify Crux: 4
(T) Post-Cognition: 3
(M) Insight: 2
(M) Locate Crux: 2
Psychokinesis: 6
(T) Increase Temperature: 4

Chapter Four: Gamemaster

(M) Control Fire: 5


(M) Fire Shield: 5
(A) Ignite: 4
Telepathy:
Refinements
Knack: Danger Sense
Aberrations
General- Grandiose Delusion
Situational- Delusion Of Reference (2) <Dwayne
Believes That Information He Receives Due
To His Clairvoyant Talents Are Messages
From Jesus>
Situational- Social Anxiety (1)

The Slate Corporation


Alexander Slate, a brilliant industrialist who
made millions in the age of the robber baron,
founded the Slate Corporation over a hundred
years ago. His name appeared regularly alongside
men such as Morgan, Carnegie, Astor, and others.
With Walter Rasmussen, Joseph Milton,
and William Colbert, Slate founded the Cipher
Project to study Lucien Porter and others with
similar abilities. Collectively known as the
Patrons, these four men began the research into
the Cipher condition that the US Government
would eventually continue after the Market Crash
of 29 forced the patrons to sell off their project to
President Hoover.
However, Slate failed to turn over every asset
he had at his disposal. Maintaining a handful of
Ciphers and copies of what research the Project
had accumulated at the time, Alexander Slate
began a secret project of his own designed to
collect, understand, and utilize Ciphers.
Over the years, Slate Corporations internal
Cipher Project, dubbed Project Beagle after the
historic voyage of Charles Darwin, was able to
maintain a stable of nearly a dozen evidenced
Ciphers. The main focus of Project Beagle was to
train Ciphers to utilize their Talents for industrial
espionage.

When Slate died, his son Thomas paid little


attention to the Beagle Project, allowing a mere
trickle of funding to reach it over the years he
was at the helm of the Slate Corporation. When
Alexander Slates grandson, Jonathan J. Slate
ascended to the throne of the company in the late
1980s, things changed dramatically.
Seeing a tremendous opportunity, the new
CEO set about funneling what cash he could to the
anorexic Beagle Project. Over the next few years,
the number of trained Ciphers on Slates payroll
had swelled to nearly two dozen. In addition to his
grandfathers vision of using Ciphers to advance
the companys financial agenda, Jonathan J. Slate
also began to develop his own private security
force.
Today, Slate Corporation holds the invisible
reins to Phantom Security Inc., their own group
of what can honestly be called mercenaries.
Phantom leases its services out domestically for
security and bodyguarding jobs, but off the books
they have half a dozen units of 10 men each
engaged in small border wars overseas. Each unit
has at least one trained Cipher included among its
complement of trained soldiers.
Slate Corporation and Phantom Security
attempt to keep under the radar with their Cipher
related activities, but from time to time Jonathan
requires new blood for his plans. Occasionally
a Cipher of great ability will come to Slates
attention within the United States and he will
deploy a squad of Phantoms to bring him in for
an interview. More often than not, Slate finds it
much easier to keep an ear to the ground in the
various Third World nations where his company
has a presence.
While this puts him in competition with
DAEMONs international operations as well as
the activities of other nations Cipher projects,
Jonathan Slate is more comfortable with the rules
of engagement outside the United States.

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173

Organization

174

The Slate Corporation has a dozen divisions


located on three continents. Its interests run
the gamut from petroleum research to textile
manufacturing. It is the diverse nature of its
investments that have allowed it to continue
for more than a century. Should one area of the
corporation begin to flag, the others hold the line
until things turn around or the failing investment
is liquidated.
Jonathan Joseph Slate is President and CEO of
the Slate Corporation and holds fifty-one percent
of the stock. While he works very hard to keep his
shareholders happy, ultimately he can and does
act as he pleases. Luckily his business instincts
were inherited from his grandfather.
Slate himself is the Division Director for
Phantom Security Inc, even though all legal and
financial connections to Phantom are buried in a
mountain of bureaucratic red tape.
Aside from Phantom Security, Slate Corp.
operates in a familiar hierarchy with clerks,
managers, assistant managers, and the like.

The CEO of Slate Corp only has a handful of


Ciphers working for him outside of Phantom, and
those are reserved for the purpose of industrial
espionage. The last thing he wants is the additional
scrutiny from DAEMON should Veritas show
up at a Slate Corp building looking for a Rogue
Cipher.
Phantom Security, Inc.
Phantom Security hews to different model.
Directly beneath Slate, Phantom has three ranks of
employees: Commanders, Chiefs, and Specialists.
Currently Phantom has three Commanders,
each are responsible for a Company comprised
of five Squads containing ten Specialists each.
Chiefs are the tenth man in each squad and act as
officers in the field.
The Ciphers working for Phantom are all
Specialists and are treated no differently than the
non-Talented men and women in a squad, aside
from a slightly larger paycheck.
Argus Company operates solely within the
United States. Thirty of the Specialists in Argus
work as bodyguards for the rich and powerful with

Chapter Four: Gamemaster

the remaining two squads functioning as Slates


private security.
Scylla Company has established itself in a
variety of small wars and conflicts throughout
Africa, with the Commander of Scylla Company
operating out of Cairo.
Typhon Company is spread throughout
Eastern Europe and Southeast Asia, generally
working beneath the radar as advisors to various
despotic or corrupt regimes. Their Commander is
located far away from conflict in Tokyo.
Goals
The Slate Corporation as a whole has one
primary motivation: profit. Every memo written
on the companys letterhead and each product
shipped with the company logo is designed to
make money for the company and its shareholders.
Phantom Security however, while definitively
a profit-making venture for Slate, serves two
additional purposes. The fighting skills of
Phantom Specialists are honed by the nearconstant battle conditions they are subjected to as
they fulfill contract after contract. Additionally,
more Ciphers that are acquired from developing
nations are being brought under Slates wing
every year. These two factors bring Slate closer to
being prepared for the day when Ciphers become
public knowledge.
Jonathan is convinced that once the public is
made aware of Ciphers there will be chaos. And
those that are able to bring order to the chaos can
gain power from doing so.
Jonathan J. Slate plans on securing as strong
of a position as possible once the shit hits the fan.
Secrets
Kingmaker
Phantom Security, predominantly through
Scylla Company, has half a dozen small nations
under its control. The careful placement of
Telepaths in positions close to the rulers of these

nations has allowed Slate to rule these countries as


an absentee dictator.
More than one of these nations has mines that
extract precious gems and metals from the earth,
which only goes to fill Slates coffers all the more.
Playing With Fire
Slate has heard more than one rumor of a
certain Oriflamme agent that interests him greatly.
This Partisan, called Joan, is rumored to be the
strongest Pyrokinetic in existence,. Joan is said
to be not only powerful, but has been involved in
every Oriflamme operation of importance in the
last few years.
Jonathan would love nothing more than to
be able to field Joan as a Specialist in one of
his internationally based Companies. He has
many uses for her if she is half the Cipher she is
purported to be.
Plans are currently being put into place that
will remove Joan from Captain Plattes private
army and place her in a Phantom uniform. A
number of Phantoms strongest Telepaths have
been preparing to accompany Joan in the plane
that is ready to whisk her off to Africa as soon as
she is obtained.
Slate is aware of the risk he is taking. Platte
may very well divert resources to confront Slate
Corp directly, but the CEO is gambling that
Plattes obsessive hatred for DAEMON will
heavily influence any response Oriflamme may
make.
Jonathan J. Slate
Jonathan Joseph Slate is an ambitious man,
which is no surprise considering his lineage. His
grandfather was one of the original robber barons,
and the current head of Slate Corp has inherited
every ounce of intelligence and ruthlessness that
his grandfather possessed.
Jonathan is in phenomenal shape for someone
in his mid-sixties. He owes his continued good
health to a regular exercise regimen and a pair

Chapter Four: Gamemaster

175

176

of Biokinetic healers on his staff that ensure that


he stays alive for as long as possible. He has a
passion for expensive European suits and is never
seen with a single one of his steel gray hairs out of
place. While he maintains an extremely polished
image, Mr. Slate can easily sink into whatever
filth a situation may require.
Slate has no time for what he refers to as
useless people. Unless you have something to
offer the man who has nearly everything, even
getting as far as his receptionist is nigh impossible.
Slate tends to allow the various officers of Slate
Corp to handle the day to day running of the
company he inherited, instead preferring to spend
his time overseeing the operations of Phantom
Security Inc.
He stays in near constant communication
with the Commanders of Scylla and Typhon
Companies, making certain that he is prepared
for any potential issues with international law that
may crop up while his soldiers are fulfilling their
various contracts around the world.
While he can be surprisingly generous to
the men and women that serve in Phantom,
his patience is nonexistent when it comes to
failure. No excuses are accepted, and those that
disappoint him too often have been to known to
have accidents while in the field.
Attributes
Strength: 5
Agility: 5
Vitality: 6
Knowledge: 8
Wits: 9
Willpower: 8
Reaction: 3
Mental Resistance: 6
Physical Resistance: 4
Strength Modifier: 2
Movement: 3
Health: 14
Stun: 12
Important Skills

Academics: 8 (Computer Usage: 4, Law: 4,


Philosophy: 2, Psychology: 3, Research: 1)
Athletics: 4 (Sports: 2,
Unarmed Combat: 1)
Crafts:
Clandestine: 8 (Conceal: 1, Deception: 3,
Forgery: 3)
Investigation: 5 (Body Language: 1, Notice: 1)
Medicine: 2
Nature: 5 (Horseback Riding: 2)
Performance: 3 (Public Speaking: 2)
Science: 4
Social: 8 (Intimidate: 3)
Vehicle: 5 (Car: 3, Plane (prop): 2)
Weaponry, Melee:
Weaponry, Ranged: 4 (Pistol: 1)
Karl Mueller
Five years ago, a squad from Scylla Company
was investigating a lead on a possible Cipher
rising through the ranks of South Africas illegal
fighting tournaments.
While the squad were able to locate the Cipher,
Karl Mueller. The initial meeting was bungled,
resulting in the loss of the entire squad. Little more
than a month later, the tall, blonde South African
strolled into the lobby of Slates corporate offices
demanding to meet with the CEO.
By dinnertime, an obscene amount of money
had changed hands, Mueller had accepted a job
with Phantom Security, and was hard at work
pointing out the security holes that had allowed
him to find the trail back to Slate.
Needless to say, heads rolled and Mueller
joined the ranks of Argus Company. Being Slates
pet Cipher has seen Mueller rise through the ranks
of Argus, recently taking over the position of
Commander.
Mueller is six and a half feet tall, with whiteblond hair and a nasty-looking scar running the
length of the left side of his face. As Commander
of Argus, Mueller is Slates aide-de-camp, keeping
track of the daily schedule as well as where

Chapter Four: Gamemaster

Phantoms forces are deployed. From time to


time, the large man is sent to deal with situations
that require Slates personal attention.
Efficient and professional, Mueller is the
perfect assistant for a man that demands perfection.
Muellers loyalty is ironclad as well, as long as
Slate keeps signing his checks.
Attributes
Strength: 8
Agility: 8
Vitality: 7
Knowledge: 4
Wits: 5
Willpower: 7
Reaction: 3
Mental Resistance: 4
Physical Resistance: 5
Strength Modifier: 3
Movement: 8
Health: 14
Stun: 14
Important Skills
Academics: 2
Athletics: 7 (Climbing: 2, Running: 3,
Unarmed Combat: 5)
Crafts:
Clandestine: 3 (Conceal: 4,
Urban Survival: 3)
Investigation: 2 (Notice: 4)
Medicine: 1
Nature:
Performance:
Science:
Social: 3 (Intimidate: 5)
Vehicle: 2 (Car: 2)
Weaponry, Melee: 7 (Club: 2,
Improvised: 4, Knife: 3)
Weaponry, Ranged: 6 (Pistol: 4, Smg: 3)
Potential: 7
EF Pool: 28
Biokinesis: 8
(T) Pain Tolerance: 5
(T) Second Wind: 4

(T) Snapshot: 3
(M) Boost Physical Attribute: 4
(M) Mimic: 3
(A) Drain Physical Attribute: 4
Clairvoyance: 3
(T) Danger Sense: 4
(M) Combat Sense: 3
(M) Spatial Awareness: 2
Psychokinesis:
Telepathy:
Refinements
Knack: Combat Sense
Knack: Danger Sense
Aberrations
General- Antisocial Disorder

The

Harrowers

To some Ciphers, Harrowers are the most


frightening threat they could ever face.
DAEMON may capture you and take you
away to be re-educated, but there are enough
stories of individuals escaping or being rescued
from Aegis Campuses to offer a ray of hope.
The Sealed follow a program of convert-ordie, and Ectovores will likely just kill you.
If the Harrowers get on your trail, you will
find yourself being hounded through alleys
and darkened streets while being assaulted by
horrifying visions, feelings of terror, and the
spine-chilling sounds Chimerae make when they
are hunting.
Most Rogue Ciphers that have experienced
the Harrowers tell of being chased by not only
Chimerae but other Ciphers as well; including
some that appear to have the ability to summon
and control Chimerae like pets on a leash.
Bogeymen have been seen to show such
abilities, but those creatures have never been seen
to associate with normal humans or Ciphers in
such a coordinated fashion.
What is unknown to all but the select few that
have been initiated into the Harrowers is that there
are a number of Harrower Enclaves across the

Chapter Four: Gamemaster

197:64

177

178

Additional payments are


collected for a package of
software filled with lesson
plans, tests, and PowerPoint
presentations to enable the
aspiring Nexus Achiever to
grow towards Synthesis at
their own pace.
Buried within the software
packages are carefully hidden
Trojan programs that allow
Marianne and Victors inner
circle to access the users
information to gather financial
data. Once this data is obtained,
prospective inductees to the
Next Level of learning are
contacted and offered a chance
for further study through one
of the Nexus Centers.
Once an individual is
allowed into the Next Level,
it is revealed that there are
people who have developed
awesome powers of the mind.
They are told that if they can
attain an iron grip their Two
Minds, they can wield the
same powers. This, of course,
is all bull.
The normals that are
brought deeper into the
organization in this manner
are quickly immersed in an
entirely new worldview, and
are persuaded to begin taking
part in the True Work.

country, growing in number


with every passing day.
Motivational
speakers
Marianne
Lawrence
and
Victor Mansfield have dozens
of offices nestled in the strip
malls of suburbia where local
businessmen, housewives and
anyone else in need of selfhelp advice can come by and
speak to one of the devotees
of Mike and Victors study
course.
The course shares its name
with the company: Awakening
to the Nexus of the Two Minds,
or The Nexus for short.
Marianne and Victor have
built a curriculum around
modern day pop psychology
and buzzwords that teaches
that there are two minds in
every individual: the Logical
Mind and the Instinctive
Mind.
Nexus seminars inform
attendees that the Logical Mind
acting alone can often make
decisions that adversely affect
a persons social interactions,
while the Instinctive Mind can
cause you to leap before you
look.
The central message of
The Nexus is that most people
have an imbalance between
their Two Minds and that a
synthesis must be reached to
achieve your true potential.
Numerous people pay
huge sums of money to attend
the Nexus seminars and hear
Marianne and Victor speak.

Organization
Those without Talents
that are brought into the Inner
Circle are called Initiates.
Once an Initiate has been
Chapter Four: Gamemaster

shown what can be achieved through hard work


and dedication (i.e. the attainment of Talents), they
are shown Chimerae and taught that Chimerae are
nothing more than a persons fears and weaknesses
made manifest. It is also revealed that those with
abilities outside of The Nexus give birth to their
fears without being able to control them.
Initiates are told that by following the new
course of study, involving meditation and divesting
oneself of worldly distractions, and assisting in the
True Work of the organization, they can develop
abilities of their own and be promoted to the next
tier of understanding: Tyro.
Tyros are in actuality Ciphers that have been
brought into the organization with a similar but
slightly altered collection of lies. Ciphers inducted
in this fashion are promised the ability to manifest
Chimerae at will and control them, thus gaining
even more power than they currently possess.
This level of involvement requires the Tyros
to act as accomplices in selling the faade to
Initiates.
One of the things taught to Tyros is that by
Pushing to the point of birthing Chimerae, they
can eventually learn to do so at will without the
random chance that comes with overextending
ones Talents. This, like so many things told those
following Marianne and Victor, is absolutely
untrue. As of yet, no Cipher has ever manifested
such a Talent.
The truth of the matter is that eventually one or
more of the Chimerae spawned by a Tyro during
practice will eventually evolve into a Bogeyman.
It is an easy matter after this has happened to take a
Tyro behind closed doors, allowing the Bogeyman
to drain him entirely and then take their place. A
Bogeyman that takes on the identity of its parent
in this fashion is dubbed an Ascendant and hailed
as having had a breakthrough and now worthy of
respect and loyalty.
Ascendant Bogeymen are informed of the
reality behind the entire complicated affair devised
by Victor and Marianne; that is the true nature of

the charismatic leaders of The Nexus: Victor and


Marianne are Eidolons.
The two, titled Doyens by those within the
Inner Circle, were Ciphers that became possessed
by Eidolons years ago. Working together, they are
putting an immense amount of time and effort into
making more of their own kind.
As Chimerae eventually grow into Bogeymen,
Bogeymen grow into Eidolons over time.
Marianne and Victor are working for nothing less
than the procreation of their species. To what end,
only they know.
The Harrowing
The Byzantine network of lies that are
necessary to support the Eidolons plans would
mean little to the Cipher that has become a target
of the Harrowers. All he is concerned with is the
fact that he has stepped into the lead role in a
horror film with no warning whatsoever.
Initiates and Tyros are told that Ciphers outside
of the organization are dangerous beyond belief.
They have the capability to manifest their fears in
the form of Chimerae, but are controlled by their
fears instead of mastering them, as the Ascendants
have proven capable of doing.
Ciphers are selected from the local population
to become targets of a process intended to help
these errant souls learn to control their weaknesses
instead of being subjugated by them.
An Ascendant gathers Initiates and Tyros and
takes them hunting. Once the prey is located,
Tyros begin the Harrowing by utilizing Talents to
let the Cipher know that he is not alone. Telepathic
assaults aimed at bringing the Ciphers fears to the
surface combined with Psychokinetic harassment
are normally enough to get the Cipher on the run.
From that point, the entire hunting party
continues to chase their quarry, never actually
coming into direct conflict with him, but allowing
no chance for the Cipher to catch his breath.
Illusions and mild Telekinetic strikes continue as

Chapter Four: Gamemaster

179

the Ascendant births a pack of Chimerae to join in


the chase.
The tamed Chimerae are allowed to engage
the now panicked Cipher, forcing him to use
his Talents to defend himself. As the torment
continues, the Cipher Pushes himself harder and
harder, draining his Ectenic Force and edging him
closer to giving birth to his own Chimera.
Once a Cipher has been Harrowed, he either
births a Chimera or falls unconscious, ending
the hunt. In some cases, the unconscious victim
is carried back with the Harrowers to be taken
by the Ascendant for further assistance. In other
instances, the Cipher is left to wake on his own
in the hopes that he will pass on his tale to others,
thus heightening the terror for those that eventually
find themselves fleeing for their life.
Goals

180

As stated, the ultimate mission of those


associated with The Nexus is to bring more
Eidolons into existence. However that ambition
can only be reached by a series of smaller, more
specific, goals.
To begin with, the organization needs money
to continue its operation. The Nexus seminars
fulfill this need while also acting to collect a pool
of potential Initiates.
Secondly, more Chimerae need to be spawned,
many more. Thus Initiates and Tyros are sold
a line of deception to add potent manpower
and expendable meatshields to the process of
Harrowing Ciphers.
The training that Tyros undergo also helps to
provide more Chimerae for the effort.

Secrets
False Advertising
Despite the multitude of lies that are told to
the followers of Marianne and Victor, perhaps the
most treacherous falsehood is perpetrated upon
Ciphers.

Many Rogue Ciphers are aware of Reverend


Cabots Boundless Faith Ministries and the
Sanctuaries that the member organizations offer
to Ciphers in need of a place to sleep or a warm
meal. The Harrowers, are aware of Cabots
humanitarian efforts as well.
In some cities, the Sanctuary down the street is
little more than a honeytrap operated by Initiates
and Tyros under the guidance of an Ascendant.
These false havens do in fact extend the
same services to Rogue Ciphers that authentic
Sanctuaries offer; every so often, a Cipher enters
what he believes to be a Boundless Faith institution
never to be heard from again.
The
Harrowers
that
operate
these
establishments are cautious not to poach too many
Rogues lest their cover be blown. Observation
and research allows them to select those Ciphers
that are passing through, and preferably traveling
alone.
Ciphers that are abducted in this manner
are taken to discrete locations where Tyros and
Ascendants do their best to Push him to his limits
to birth Chimerae.
Judgement Day
Not too long ago, Reverend Cabot became
aware of the fact that someone was using the
reputation of his Boundless Faith Ministries to set
up havens for Ciphers. While thus far those few
locations he has discovered seem to be performing
exactly the kind of good work his network of
churches and charities were designed to provide.
While pleased that people are showing initiative
in offering assistance without the need for him
to organize it, the Reverend is bewildered as to
why they havent contacted him or his Ministry to
connect with the rest of the Sanctuaries.
He has been exceedingly busy of late, bringing
newly evidenced Ciphers to safety and managing
the legitimate Sanctuaries. Should he ever take the
time to investigate these false fronts and discover
the presence of what have come to be known as

Chapter Four: Gamemaster

Harrowers, eternal damnation will be the least of


their worries.
While the Harrowers have the hidden asset of
a pair of Eidolons on their side, Reverend Cabot is
a strong Biokinetic with hundreds of Samaritans
at his disposal. There is a very real possibility that
Cabot may be able to eliminate the threat posed by
the self-styled Harrowers root and branch.
Doyens Marianne Lawrence & Victor Mansfield

The charismatic founders of the Nexus,


Marianne and Victor, seem little more than
caricatures at first glance. Marianne wears a bit of
extra weight on her fifty-five year old frame, and
the bifocals that are attached to a chain around her
neck are commonly found perched towards the end
of her nose. Her appearance, along with her downhome manner of speaking, is carefully cultivated
to make older housewives with an abundance of
free time on their hands feel more comfortable.
She crafts her speaking engagements to appeal
to women whose children have grown up and
left the house, but are in those in-between years
before their husbands retire. Her version of the
Nexus is geared towards unifying the Logical
and Instinctive Minds to achieve a greater sense
of inner peace. Once they become Initiates, those
that Marianne has drawn into the organization
provide a good deal of Nexus operating capital;
usually drawn from the savings the older couple
has built over the years.
Victor, on the other hand, presents a slick
Ricky Roma persona for businessmen who are
constantly looking for the next sales guru to assist
them in making it to the top one percent. Victors
pitch differs greatly from Mariannes by focusing
on the limitless heights of success the unification
of the Logical and Instinctive Minds can bring.
The carefully crafted presentation of expensive
suits, perfect hair, and a clear and ruthless message
draws aspiring tycoons to Victors lectures in
droves. Instead of Mariannes comfortable town-

hall style, Victors talks are filled with statistics


and charts designed to convince even the most
rigid skeptic.
Once Victors Initiates become fully
entrenched in the organization, they are the
doers. Those that find Victors message
appealing are frequently willing to do whatever it
takes to achieve their goals, making them perfect
tools for proselytizing; working the offices; and
most importantly, assisting in the Harrowing of
Ciphers in hopes of attaining Talents themselves.
As Marianne and Victor can take a number of
different roles in a story, their Attributes, Skills,
and Talents have been left for the GameMaster to
develop as each individual story requires.

Ciphers Worldwide
While the default setting for Cipher is the
United States, Ciphers can and do exist in other
places around the globe. Some First and Second
World nations have programs for the training
and management of Ciphers within their borders.
Most Third World nations have no such programs.
United Kingdom
Shortly after the Allies managed to secure
victory in World War II, the United Kingdom
established a sister program to DAEMON.
A handful of the German scientists that were
appropriated by England, the United States and
others were set to work designing a program
that would be able to monitor, apprehend, and
put to use those Ciphers that found themselves
evidencing on British soil.
The United States sent members of DAEMON
to assist in establishing the British program. As
such, it has a number of similarities to its American
counterpart.
The Metaphysical Security Service, dubbed
Pendragon, falls under the purview of the Joint
Intelligence Committee and deploys Governmenttrained Ciphers to MI5 and MI6 to assist in
domestic and international operations. Naturally,

Chapter Four: Gamemaster

181

Pendragon
operates
outside of the more
visible departments of
the government, with
only the Prime Minister
and a handful of top
officials being aware of
its existence.
Pendragon has one
significant advantage
over DAEMON. The
vast amount of Closed
Circuit Televisions in the UK, reported to be one
for every fourteen citizens, allows Pendragon to be
more effective at tracking Rogue Ciphers within
the UKs borders. This benefit, added to the Tesla
Tech purchased from the United States, makes the
United Kingdoms Cipher program more effective
than DAEMON despite its relatively small size.
Russia

182

The former Soviet Union had a robust Cipher


program started during the reign of Stalin. The
Komitet Razvitiye Ekstrasens (Committee of
Psychic Research), or KRE, was a special project
overseen by the KGB and focusing on developing
Cipher-like abilities in normal humans.
Over the decades of its operations, the KRE
subjected thousands of citizens to numerous
bizarre and cruel experiments in an attempt to
bring about Talents in those that did not have them.
Those Ciphers that were brought into the KRE
were rapidly commissioned to either the KGB for
internal operations or the GRU for international
intelligence gathering.
During the Cold War, Soviet and American
Ciphers came into frequent contact and conflict.
Numerous unexplained deaths and missing agents
from both sides can be attributed to Ciphers from
different agencies coming to cross-purposes.
With the fall of the Soviet Union, the KRE
lost its funding and was subsequently shut down.
In the chaos of 1991, the Ciphers of the former

KRE quickly fled the


various facilities they
had known for their
entire lives.
Left free to their
own devices for the
first time, they quickly
hid from the all-seeing
eye of Mother Russia
before they were pulled
back into government
service. They attempted
to make lives for themselves, but in the tumult
following the collapse of the Soviet Union, many
ended up associating themselves with the Bratva,
the collection of criminal organizations that sprang
up to fill the power vacuum.
Today, Russia has once more created a hidden
project within their military to acquire and utilize
Russian Ciphers for the benefit of the Motherland.
Unfortunately, Russia has had tremendous
difficulty in finding the means to track Ciphers
inside of Russia, and have had to start from
scratch on their research into Ectenic Force and
the Cipher Talents, placing them miles behind the
United States and others.
A large number of Russian Ciphers remain
attached to Russian crime syndicates, and operate
internationally. Wherever Bratva has a presence,
there are Russian Ciphers.
China
The most populous nation on the planet most
certainly has a program dedicated to using Ciphers
as intelligence gathering operatives. DAEMON,
Pendragon, Slate Corp, and others have run afoul
of Chinese Ciphers numerous times over the
years. The operatives seem to be highly trained,
and in most cases Ciphers of high Potential.
Unfortunately, there has been no success
whatsoever in gathering information on the
Chinese program. Attempts have been made
to infiltrate it, but not a single agent sent in has

Chapter Four: Gamemaster

returned. Strong Veils have blocked all attempts


to use Clairvoyant Talents, and even traditional
satellite imagery has failed to determine a likely
location for such a program.
Guesses can be made as to the implementation
of trained Ciphers within China, but guesses are
all the other nations have as to the depth and focus
of any such program.
The one persistent rumor has little to do with
any possible program within Chinas borders;
instead frequent tales are told of a Cipher haven
hidden deep inside the Tibetan Himalayas.

Other Locations
There are most certainly other Cipher programs
in existence in countries not mentioned above.

First World nations are likely to have advanced


programs similar to those of the United States and
the United Kingdom. Second World nations may
or may not have formal programs for Ciphers, and
those that do are likely to be under-funded with a
much looser control over their native Ciphers.
Ciphers from developing, or Third World,
nations frequently set themselves up as petty
warlords, are killed by their neighbors due to local
superstitious beliefs, or as is becoming more and
more frequent, recruited by one of the established
programs such as DAEMON or the Slate
Corporation. The poorer areas of the world have
become a hotbed for Cipher espionage in recent
years as nations and corporations around the globe
struggle to lay claim to Talented individuals.

Ectovores

hile DAEMON may well kill you, theyd


much rather bring you to a Campus and
explain the reality of things. They are, after all,
only trying to help. The Sealed are zealots of
the worst flavor, but their small numbers ensure
that most Ciphers will never run afoul of them.
Ultimately, its the horrors that spring from the
mind of a Cipher that are perhaps the most lethal
threat that Rogue Ciphers face today.
One vital piece of information that many
Rogue Ciphers are missing is that Chimerae are
merely the infant form of a creature that matures
into what Ciphers know as Bogeymen, and
ultimately to Eidolons.
Some of the most powerful members of
DAEMON, especially those in the ranks of Aegis
Division, are aware of this life cycle, but have yet
to divulge this information to the rank and file for
their own reasons. Others, such as the Harrowers
are aware of the life cycle of these creatures for
very different reasons.

Chimerae
Chimerae are born from the darkest recesses
of a Ciphers mind when he Pushes his Talents
beyond his normal boundaries. In most cases, this
means the Chimera takes the form drawn from his
Aberrations, but the creature can also mold itself
from some painful memory of the Ciphers past.
Each Chimerae takes only one form, unlike
their more mature cousins the Bogeymen and
Eidolons. An individual Chimeras shape is
locked into place by their Cipher Parents fears at
the moment of its creation. A Chimera is always
born with two particular Talents: the ability that
was being Pushed at the time of its birth and Drain
which is what allows them to survive from day to
day. The creature also possesses a small array of
Talents that allow it to act out the horror-form it
holds until it is time to move forward into its next
evolutionary stage.

Chapter Four: Gamemaster

183

184

Chimerae do not generate their own Ectenic


Force, instead relying upon a form of vampiric
existence to remain alive and to fuel their abilities.
A Chimera, while bestial in nature, retains an
uncanny knowledge of its parent even months and
years after its birth. In some cases, a Chimera will
shy away from attacking the Cipher who birthed
it, but in most instances, the creature will home
in on the Cipher and attack it as if in a blind rage.
Chimerae present a lethal threat to a solo
Cipher, especially at the moment of its birth when
the Cipher Parent is already empty of Ectenic
Force and will be forced to Push even further to
fend off any attacks from the newborn monster.
However, a Cell of Ciphers is more than capable
of handling a Chimera under most circumstances.
One thing to remember is that Chimerae are
pack animals, and if one should survive the initial
minutes following its creation, the next time
it is seen will likely be in the company of other
Chimerae. Even a seasoned Cell of Ciphers will
be hard-pressed to handle half a dozen Chimerae
of varying Talents.
A Chimera sustains itself solely upon Ectenic
Force, selecting Ciphers and other Chimerae its
only prey. In most cases, a Chimeras first meal
is the Cipher from whose mind it sprang. Once a
Chimera has managed to store an indeterminate
amount of Ectenic Force, it finds a hiding place
and enters a form of hibernation.
Aegis researchers have observed this part
of the Chimerae life cycle and have found the
required amount of Ectenic Force and hibernation
period are of variable lengths; ranging from 20-50
units of EF and from one week to as much as six
months respectively. Upon leaving hibernation,
the Chimera has transformed into the next stage
of the creatures evolution, the Bogeyman.
Creating Chimerae
Chimerae are foul and nasty critters. Spawned
from the dark places of the human psyche, they
can be birthed in an unlimited number of forms.

While they cannot change forms, the one they are


born with is generally sufficient to strike fear into
the minds of most Ciphers.
Since Chimerae mostly enter the game during
Combat, the GM needs to be able to create them
quickly and easily. Using the rules and charts
below, an appropriate Chimerae can be whipped
up in less than a minute.
All Chimerae have the following traits:
Attributes
Strength: 7
Knowledge: 3
Health: 10
Agility: 7
Wits: 3
Stun: 14
Vitality: 7
Willpower: 3
Reaction: 2
Strength Modifier: 2
Mental Resistance: 2
Movement: 7
Physical Resistance: 5
Skills
(Other Skills Or Foci May Be Accrued If The
Chimera Has Access To Kinesthetic Reflexes)
Athletics: 5
Unarmed Combat: 5
Clandestine: 5
Stealth: 5
Investigation: 2
Notice: 5
Weaponry, Melee: 5
Weaponry, Ranged: 5
Potential: 5
Ectenic Force: *6 (At Birth)
*Chimerae Consume 1 Unit Of Ectenic Force
Per Day To Maintain Their Existence.
Should The Chimerae Ever Drop To 0 In Its
EF Pool, It Immediately Disperses Into
Nothingness.
Forms:

Chapter Four: Gamemaster

If A Chimerae Has A Talent Within A Form,


Consider That Form To Have A Rank Of (5)
Talents:
All Chimerae Have 5 Talents: 3 That Are
Common To All Chimerae, And 2 That Are
Determined By The Conditions Under Which
They Were Birthed.
All Chimerae Talents Are Ranked At A (5)
The Common Talents Are Drain, Ping, And
Blend.
Biokinesis: 5
*Drain (5) [5Ef]
Clairvoyance: 5
Psychokinesis: 5
Telepathy: 5
**Blend (5)
**Ping (5)
*Only Chimerae, Bogeymen, And Eidolons
Possess The Drain Talent. Physical Contact Must
Be Made Before The Chimera May Attempt To
Activate Drain.
**Blend And Ping, When Used By Chimerae,
Function Differently Than When Activated By A
Cipher.
Telepathy: Blend
Base Effect
Potency: -3 To Notice Checks Unless The User
Attacks, At Which Point The Effect Fades.
Targets/Area: Self-Only
Duration: Always On
Range: All Within Los
Cost: Blend Costs No Ef Or Activation Roll For
Chimerae. It Is Considered To Be Always On.
Scales
Blend May Not Be Scaled By Chimerae
Dominance Test: yes
Roll: Resisted (Targets Mental Resistance) if
there are multiple potential observers, use the
highest mental resistance present.
Ping
Base Effect

Potency: Detect presence of Ectenic Force


Targets/Area: 100-yard radius
Duration: Always On
Range: Self-Only
Cost: Ping costs no EF or Activation Roll for
Chimerae. It is considered to be always on.
Scales
Ping my not be scaled by Chimerae
Dominance Test: No
Roll: Basic

New Talent
Biokinesis: Drain
Once a Chimerae makes contact with a Cipher
or any other being containing Ectenic Force, it
automatically attempts to activate its Drain Talent.
If successful, the Chimerae takes an amount
of EF from its victim and replenishes its own pool
with the stolen energy.
Base Effect
Potency: Remove 5EF from victim and add 5EF
to the Chimera
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Cost: Drain has no cost in EF.
Scales
Drain may not be Scaled.
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)
The other 2 Talents possessed by any one
Chimerae work exactly as they do for Ciphers and
are determined as follows:
Talent #4 is the Talent that was being used at
the moment the Chimerae was birthed.
(If this is one of the 3 Inherent Talents, roll on
the charts below twice.)
Talent #5 is determined by rolling a d10 twice.
The first d10 tells you what Form the random
Talent is from.
1-3: Biokinesis
4-6: Psychokinesis

Chapter Four: Gamemaster

185

186

7-9: Telepathy
10: Clairvoyance
Once you have determined which Form the
random Talent is from, roll the second d10 to
determine which specific Talent the Chimerae has.
Biokinesis
1: Seizure
2: Drain Mental
3: Drain Physical
4: Boost Physical
5:Regeneration
6: Wound
7: Mimic
8: Second Wind
9: Slow Metabolism
10: Stun
Clairvoyance
1: Danger Sense
2: Combat Sense
3: Resonance Tracking
4: Danger Sense
5: Spatial Awareness
6: Resonance Tracking
7: Danger Sense
8: Combat Sense
9: Resonance Tracking
10: Spatial Awareness
Psychokinesis
1: Brittle
2: Ignite
3: Tk Strike
4: Control Fire
5: Fine Manipulation
6: Fogbank
7: Tk Shield
8: Use Machine
9: Break Machine
10: Gross Manipulation
Telepathy
1: Bodyjacking
2: Induce Aberration
3: Static
4: Alter Perception

5: Alter Memories
6: Induce Emotion
7: Mask
8: Telepathic Shield
9: Twitch
10: Communicate

Bogeymen
The Bogeyman is feared, not for savage
ferocity like Chimerae, but for its preternatural
resemblance to the Cipher that gave birth to it.
Once a Bogeyman assumes the form of its creator,
it is nearly impossible to discern it from the
original.
There are some subtle differences, such as toolarge eyes, the odd lack of a blink reflex, or a subtle
off-ness in skin pigmentation. In some Bogeymen,
the mouth is just a bit too large, or the teeth too
sharp. However, a strange gait or nervous tic is
rarely enough for most people to give a second
glance. It is because of this natural camouflage
that Bogeymen remain largely undetected.
Apply
a
3
modifier
to
any
(Wits+Investigation+Notice) Roll to recognize a
Bogeyman.
This stage of a Chimeras development seems
to be focused entirely upon understanding humans
and their cultures.
In some cases Bogeymen, if left unmolested,
are quite content to be the strange, quiet man or
woman in the corner of an all night diner simply
watching the other patrons go about their lives.
That guy sitting at the bus stop all day, never
seeming to take a bus anywhere, or the girl with
the strange makeup sitting in the corner of the
club and staring at people without saying a word.
We pass people like this every day, all day. Any
one of them could be a Bogeyman.
For most of this stage of development, a
Bogeyman is content to sit and observe, learning
about humanity and its activities while slowly and
subtly searching for its next meal. When a Cipher
does come near, a Bogeyman will sense the

Chapter Four: Gamemaster

Ectenic Force within the Cipher and frequently


rouse itself from its passive state to hunt.
Unlike Chimerae, Bogeymen do not need
Ectenic Force to sustain their lives. Instead, they
require food, water, and sleep just as humans
do. They still do not generate their own Ectenic
Force, and so need to drain it from Ciphers to fuel
their Talents and work towards their next stage of
evolution.
Bogeymen find themselves drawn to
one another from time to time, though these
collectives rarely last. An individual Bogeymans
personal goals will eventually clash with those it
has become associated with and they will go their
separate ways.
As with Chimerae, once a large but
indeterminate amount of Ectenic Force has been
built up in the system, the Bogeyman begins its
transformation into an Eidolon.
Creating Bogeymen
Unlike a Chimera, whose only abilities revolve
around the form it takes at birth; a Bogeyman has
the Forms, Talents, and Potency that its Parent had
at the time of its birth as a Chimera. This alone
makes it a dangerous foe, but Bogeymen also carry
over any Talents it had as a Chimerae (including
Drain) and a frightening ability to spawn Chimerae
at will and control them completely.
The Blend and Ping Talents are considered to
be Always On as they are with Chimerae.
Creating a Bogeyman is as simple as creating
a Cipher character with an appropriate amount of
experience applied, and adding in the additional
Talents that are inherent to Bogeymen.
Ping and Blend work for Bogeymen exactly
as they do for Chimerae with no cost or activation
roll and are considered to be always on.
Bogeymen do not consume Ectenic Force
simply by existing as Chimerae do.

New Talent
Telepathy: Create Chimerae
A Bogeyman May Call Upon Its Own Ectenic
Force To Conjure Forth A Chimera Of Its Own
Making.
The Chimera May Take Any Form The
Bogeyman Desires And May Have Any Talent
That The Bogeyman Itself Has Access To.
Base Effect
*Potency: Create A Single Chimerae. The 2
Additional Talents The Chimerae Possesses
Can Be Any That The Bogeyman Itself Has
Access To.
Targets/Area: N/A
Duration: 1 Round To Form, Chimerae Is
Permanent Until Destroyed.
Range: Up To 10 Yards Away.
Cost: 1 Ef
Scales
*Potency: +1 Chimerae
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: No
Roll: basic
*While a Bogeyman may create as many
Chimerae as it desires, it may only control a
number of Chimerae equal to its own Potential
Rank. Any additional creatures are free to act
of their own
volition.
T h e
Bogeyman
chooses
whether
or
not
to assert
dominion
over a particular
Chimera at the
time it is
created.

Chapter Four: Gamemaster

187

Control may not be exerted at a later time. Control


may be relinquished at any time, but may not be
reacquired.
If a Chimera is birthed by a character and
manages to escape, take a moment to make a
copy of the character in the eventuality that it later
returns to plague him as a Bogeyman.
Roleplaying Bogeymen

188

Portraying a Bogeyman requires a certain


amount of disconnectedness. Aside from vague
memories of its creator, each Bogeyman is a virtual
Tabula Rasa upon completing the transformation
from Chimera.
The driving motivation for Bogeymen is the
attainment of knowledge and understanding. It
is not enough for a Bogeyman to learn what an
automobile is, it must also determine why humans
use them instead of walking or some other mode
of conveyance. Why are shoes important, and
what is the difference between weekdays and
weekends?
These are the simple questions a Bogeyman
may seek the answers to, but the curiosities that
make them dangerous to Ciphers tend to be those
that may require a Bogeyman to capture a Cipher
and experiment upon him, or to kill simply to take
the pieces apart to see how things work.
Bogeymen can be used in a number of different
ways. A GM may introduce a Bogeyman that is
more than willing to just talk to the characters if
they are willing to answer a few questions for it.
Some may be willing to lend its assistance to a
Rogue Cell in exchange for Ectenic Force. The
ones to truly inspire fear in the characters are
those Bogeymen that hunt Ciphers with a pack of
bestial Chimerae at their beck and call.

Eidolons
An Eidolon is the mature form of the Chimera,
a being comprised entirely of Ectenic Force.
Eidolons are a tremendous threat to even the
most seasoned of Rogue Cells, and it often takes

a number of Ciphers working together to put an


end to one.
While these beings are frightening enough to
encounter due to their near mastery of a number
of Talents and seemingly inexhaustible supply of
self-generated Ectenic Force, the true dread they
inspire in Ciphers is their ability to exist virtually
undetected within the human mind.
Eidolons in their natural form appear as a
translucent, pale green cloud when they are seen
at all. As with other Ectovores, the Blend Talent
is always active, making them difficult to notice.
When possessing a host, the occasional brief
flash of pale green washes over the retina. Most
observers that catch this tend to write it off as a
trick of the light.
Eidolons are intended to play the role of one
of the Big Bads in a Cipher campaign. They are
extremely potent foes with a tendency to place
themselves in positions of influence where they
can more efficiently see their goals realized. It is
uncertain what these goals may be as they tend to
be different for nearly every Eidolon that Ciphers
may encounter.
Some Eidolons spend their time and
energy attempting to control corporations and
governments while others, like the Eidolons
inhabiting Marianne Lawrence and Victor
Mansfield of the Harrowers, are interested in little
more than the propagation of their species. It is up
to the individual GM to decide if Eidolons have a
role to play in their game, and if so what that role
is to be.
The creatures at the culmination of the Ectovore
life cycle share the ability to create and control
Chimerae in the same way that Bogeymen do, but
they must resort to persuasion and intimidation
to maintain a hold on any Bogeymen that may be
serving them.
Creating Eidolons
Eidolons have the Strength, Agility, and
Vitality of their host body and can have anywhere

Chapter Four: Gamemaster

from 8-10 Ranks in their own Knowledge, Wits,


and Willpower.
Apply 40 Ranks each to Skills and Focuses
if you are constructing an Eidolon from scratch;
otherwise carry over the skills from the Bogeyman
incarnation and add an additional 20 Ranks each
to Skills and Focuses.
Eidolons also have the following Traits.
Potency: 10
EF Pool: 40
Forms
Biokinesis: 7
Drain (5)
Clairvoyance: 7
Psychokinesis: 7
Telepathy: 7
Blend (5)
Ping (5)
*Create Chimerae (5)
**Possession (5)
***Ectenic Ghost (Special)
The Blend And Ping Talents Are Considered
To Be Always On As They Are With Chimerae
And Bogeymen.
* Eidolons May Control As Many Chimerae
As They Like, Even Taking Control Of
Independent Chimerae If They Desire.
To Take Control Of An Independent
Chimera, Make A Successful Roll Using
(Potential+Telepathy+Create
Chimerae)
(Chimeras Mental Resistance)
**New Talent
Telepathy: Possession
Eidolons have a Talent similar in effect to
Bodyjacking. The difference is that an Eidolon may
stay in its host as long as it likes. When Possessing
a Cipher, the Eidolon need only expend 1 point of
EF and re-roll the activation once per day.
With Possession, an Eidolon enters its intended
host, coalescing its energy form within the brain.
Once a successful activation roll is made, the
Eidolon settles in and takes complete control of
the body it now inhabits.

If the body is that of a Cipher, the Eidolon has


full access to that Ciphers Talents. If the Ciphers
Potency is higher than the Eidolons, or if the host
has more Ranks in any of its Forms, the Eidolon
may substitute those instead of its own Potency or
Ranks in the various Forms.
Possessing a Cipher is much more difficult
than taking control of a Talent-less human. The
Potential of a Cipher plays a large role in helping
to shrug off the Eidolons influence.
Any subject may opt to willingly submit to an
Eidolons Possession. At a later date, should they
Change Their Mind, They May Force The Eidolon
To Make A Resisted Roll To Maintain Control.
Base Effect
Potency: See Description
Targets/Area: 1 Target
Duration: Instant/Permanent
Range: Touch
Cost: 1 Ef
Scales
Possession Does Not Scale.
Dominance Test: Yes
Roll:
Mental
Resisted
(Targets
Resistance+Potential)
***New Talent
Telepathy: Ectenic Ghost
The natural state of an Eidolon is that of
a being comprised of pure Ectenic Force. The
Ectenic Ghost form of an Eidolon has the solidity
of water vapor and may move along in much the
same manner; sliding between cracks and flying
above objects if it desires.
When in this form, the Eidolon may not
activate Talents within the Biokinetic Form, as
it has no substantive body to work with. Talents
within the Forms of Clairvoyance, Psychokinesis,
and Telepathy have no such limitation.
Biokinetic and Psychokinetic Talents have no
effect upon an Ectenic Ghost, but Clairvoyant and
Telepathic Talents may target it. When an Eidolon
is in-between hosts, weapons do it no harm, nor
can it be held by anything that is not airtight.

Chapter Four: Gamemaster

189

The Ectenic Ghost Talent requires neither


an activation roll nor EF cost to use, as it is the
Eidolons natural state.
The world as we know it is about to change.
The Shift has made it impossible for Ciphers to
remain hidden for much longer. Despite the best
efforts of DAEMON and its counterparts around
the world, we are about to take a bite of the apple
from the Tree of Knowledge and nothing will ever

be the same again. The question is what the future


will look like once Ciphers are thrust into the light.
The Prophet claimed to have seen only three
possibilities for the future. His glimpses of the
time yet to come have guided all Ciphers to one
extent or another for the last few decades. If he and
his spiritual successor Daniel are to be believed,
we will be living in one of the Three Tomorrows
before much more time has passed.

The Three Tomorrows

190

hile the default setting of Cipher is the


world of today made different by the
addition of Ciphers, their Talents, and the various
cultures that have sprung up as a result, the Three
Tomorrows are quickly approaching. GMs may
wish to construct a story that results in one of the
Three Tomorrows coming to pass. Alternatively,
the players may want to begin the game after the
moment of change has come and gone.
It is left to the individual GM to decide the
exact shape each of the Three Tomorrows will take.
Each of the Tomorrows offers its own benefits and
difficulties as the world undergoes tremendous
change. The GM may decide to remove certain
factions from the playing field altogether, create
new ones, or simply shuffle around the influence
each holds. New alliances can be formed, and old
friends can become enemies in the time to come.
While we have encouraged GMs to envision
their own take on the Three Tomorrows, we
offer up a brief example of how each of the
Three Tomorrows might develop. In our version,
the turning point from which each of the Three
Tomorrows grows is a single incident that brings
a number of Cruxes and Strings together to
determine the final destiny of mankind. Expand
upon what is presented below, change it to suit
your game, or build your own from the ground up.
Never forget, this is your game.

The Incident
Catastrophe On The Horizon
Running along a few hundred miles of the
Mississippi River in the area where Missouri,
Arkansas, and Tennessee meet, is a weak spot in
the tectonic plate that lies beneath North America.
The New Madrid Fault has loomed as a
potential disaster in the minds of seismologists
for years. The last earthquake emanating from the
fault, in 1811-1812, shattered huge tracts of land
in the area, with the tremors being felt as far away
as New England where bells in Boston rang from
the quake.
In the near future, Mother Nature will turn her
attention to the heartland of America and remind
her children why she is to be feared.
A quake is destined to hit that will cause
billions of dollars of damage and cost thousands
of lives in St. Louis and Memphis as well as a
number of smaller towns in-between. While the
attention of the nation and the world turns to the
United States, scientists announce that the quake
is but the first of many. The quakes yet to come are
predicted to surpass the first by leaps and bounds.
The quakes are expected to annihilate a large
portion of the Midwest, and have no small effect
throughout all of North America.

Chapter Four: Gamemaster

final
The
Cruxes
and
Strings
are
converging,
and
which
of the Three
To m o r r o w s
that comes to
pass will be
determined by
the events that
have lead to
this moment in
history.

Apocalypse
This Is How The World Ends
A man by the name of Edward Eddie
McDowell will be the beat of a Butterflys Wings
that initiates a chain of events resulting in the
downfall of western civilization.
Eddie was one of DAEMONs Psychokinetics,
specifically a Special Agent with Veritas. With
dozens of others, he was selected to participate
in Doctor Constantines Ectoplasm experiments.
The experiments performed on Eddie culminated
in his achieving a vast increase in his Potential. In
addition to Eddies leap in power, he also showed
signs of the unfortunate side effect of an increased
susceptibility to Aberrations that was prevalent in
subjects of Constantines experiments.
For a while, Eddie was able to hold it together.
Careful monitoring of his Ectenic Force prevented
him from building up too many cracks in his
psyche. That is until he and the rest of his Field
Office encountered a Cell of Rogue Ciphers with
an unusually impressive control over their Talents.
The confrontation left Eddie as the sole survivor
of his office and boiling over with Aberrations
from the Pushing required to escape with his life.
Eddie never checked in with his DAEMON
superiors. Instead, he fell off the radar, wandering

in a haze of delusion and paranoia. Rumors began


to circulate through the Cipher community of a
crazed Cipher slaughtering others with Talents
with no provocation or explanation.
It was very shortly after Eddie began his
rampage that the first of the New Madrid quakes
hit.
The Aberrations clouding his reason directed
the former Veritas agent to the Midwest,
specifically to a tiny little burg with only a dozen
or so inhabitants, a town called Reverie was
where Eddie finally stopped his travels and began
directing his Talents deep down into the broken
tectonic plate that lay far beneath his feet.
No Cipher before or since has had the ability to
do what Eddie did that day. Perhaps it was simply
that the fault was already in such a precarious
state, maybe it would have happened anyway, but
Clairvoyants have passed down that
Eddie McDowell was Pushing his massively
enhanced Telekinesis into the fault at the time the
earth buckled.
The quake registered well over 9.0 on the
Moment Magnitude Scale, toppling buildings
from Kansas City to New Orleans. The earth
ripped open, devouring the Mighty Mississippi
and replacing it with the hot blood of Mother
Earth.
Lava erupted from the massive crevasse,
untold numbers of people that had not been killed
by the quake were incinerated as their cities and
towns fell into the volcanic canyon forming in the
middle of the United States.
Fires from broken infrastructure ignited
throughout the Midwest, and landslides began
adding to the destruction across the continent.
Tsunamis formed off of both coasts and even
South America was a victim of massive waves
built by the disaster.
The worst was yet to come. The massive
tremors set off by the New Madrid fault started
a chain reaction across the continent that spread
across the world. First, the Wabash Valley Seismic

Chapter Four: Gamemaster

191

192

Zone in Illinois began to come alive, spreading


the destruction even further; this was followed
by smaller cracks adding to the chaos. The San
Andreas erupted in activity, and despite the
leveling of the west coast; it did not fall into the
ocean.
The Ring of Fire in the Pacific joined in,
sparking even more devastation further west
as Japan sank beneath massive tsunamis and
Australias eastern coast was washed clean of
any evidence of human presence. The tremors
emanating off of the east coast of North America
rippled across the Atlantic, and shortly thereafter
Europe was little more than lava-encrusted
wreckage. Across the world, volcanoes erupted,
spilling tons of ash into the sky and flooding the
surrounding areas with molten lava. Many of the
volcanoes remained active long after the tremors
ceased.
Nuclear power plants around the globe fell
prey to the quakes. Radiation spilled forth from
the cracked chambers, making the surrounding
areas uninhabitable for centuries to come.
A number of noteworthy Ciphers perished in
the cataclysm. Reverend Vance Cabot died in St.
Louis during the initial quake. His tremendous
Biokinetic Talents were unable to save him even as
he rushed into ruin after ruin bringing the victims
of the quake to safety. Hundreds of people owe
their lives to the Reverends sacrifice, and he has
become a symbol of hope for those that survived
that day.
Captain Platte had the misfortune to be in Los
Angeles when the San Andreas heaved. The few
survivors from that area have said that he fell into
one of the massive chasms that formed during this
time.
Daniel has not been heard from since that day.
Perhaps he felt the failure to avert the Apocalypse
was his burden to bear. There are more than a few
that would agree with him.

Living In The Remains


Picture in your mind all of those postapocalyptic movies youve seen where gasoline
is in short supply, and mankinds worst traits are
allowed to blossom in an environment lacking
any real civilization. Or think about one of those
books that tell of people trying to survive in the
midst a shattered world.
Nearly every government across the Earth
collapsed in the devastation, reducing humanity
to a Darwinian arena of survival of the fittest.
Brother has turned on brother, and the strong
subjugate the weak.
Many of the remaining pockets of mankind are
ruled over by Ciphers who have set themselves up
as brutal warlords in a broken land. A scattered
handful of communities have arisen that are
governed in a more democratic nature, with
councils of leaders leading what has become a
new type of tribal existence.
Only those willing to risk the precarious
architecture that makes up the jagged skyline
inhabit the former
cities of the world.
are
Firearms
plentiful, but the
ammunition
to
make them useful
is in short supply,
and has in some
areas become the
regional currency.
There are names
of Ciphers that are
still known across
the
devastation.
Ciphers that travel
between the new
post-Apocalypse
landscapes
for
reasons of their
own.
Their

Chapter Four: Gamemaster

appearance can bring hope to communities in


need of assistance, or terror to the petty dictators
lording over their unwilling subjects.
Jim Dancer, Joan, and the Cell consisting of
three young Ciphers named Charity, Simon, and
Porter are among those who are known across the
blasted landscape of the United States as Ciphers
that have assisted people in need numerous times
For every hero that has risen from the ashes,
there are dozens of fiends who, either solo or in
command of others of a like mind, take advantage
of the chaos to revel in violence and depravity.
In particular, Leon Thibodeaux, Jim Dancers
former lieutenant, has gathered a force of nearly a
hundred brutes that follow his lead in plundering
and raping his way across the cracked and pitted
remains of the Midwest. The Ruin Lords, as they
are called, travel in packs of ten to twenty. The dust
cloud on the horizon formed by the motorcycles
and jeeps of the Ruin Lords is enough to make
most communities close their gates if they have
them, or evacuate if no walls have been built.
Either course leads to slaughter. The ammunition,
food, and gasoline they acquire from the pillaging
allow the Ruin Lords to remain a force to be
reckoned with.
Enormous herds of Chimerae roam the
wastelands, searching for sources of the Ectenic
Force that is their only sustenance. Miles-wide
swaths of chittering nightmares have been seen
in the empty spaces between settlements. When
an army of these monsters descends upon a
community, there is little the people can do aside
from fleeing with the hopes of starting over yet
again. The Chimerae that thrive in the Apocalypse
have mutated to allow them to gather sustenance
from the flesh of humans as well as the Ectenic
Force of Ciphers.
Central Asia was the least affected by the
catastrophe due to a significant lack of seismic
hotspots. As such, that part of the world has
become a shining goal for the survivors of the
holocaust. Few make it across the thousands of

miles between themselves and their destination,


but it offers hope of a sort nonetheless.
The world is now a bleak, dangerous place.
To survive, you have to be resourceful. Only the
strongest or the most unhinged roam the broken
world alone. Resources must be found and
protected against an uncertain future. To defend
against the threat of Chimerae hoards, brutal
Cipher warlords, and the harsh environment,
humanity must rely upon the Ciphers that have
chosen to live among them. Without the presence
of Talented individuals, humanity will soon perish.

Evolution Of The Species


With the daily fight to endure the PostApocalyptic world, Ciphers have had to Push
their Talents with more frequency than was
required before civilization fell. As a result of
this, or perhaps as an incredible coincidence of
evolutionary timing, Ciphers have discovered new
Talents that arise from the blending of different
Forms. These new abilities require a certain
amount of proficiency with the respective Forms
that are necessary for each new Talent.
When activating a Gestalt Talent, the player
adds their Potential to the Ranks of the two Forms
to figure the Target for the activation roll.
The only time the Base Effect of a Gestalt
Talent can be activated for no EF cost is if the
Cipher has acquired the Dual Primary Refinement
for the two Forms necessary for the Gestalt Talent.
Gestalt Talents do not have Ranks of their
own; they are made stronger by the increase in
Ranks of the appropriate Forms.
Dominance Tests require the defending Cipher
to have the specific Gestalt Talent they are trying
to counter.
Each Gestalt Talent costs 75 Experience Points
to purchase

Chapter Four: Gamemaster

193

Gestalt Talents
Manipulate Time

194

Prerequisite:
Biokinesis
(5)
AND
Clairvoyance (5)
Some Ciphers that have developed an aptitude
for manipulating the Forms of Biokinesis and
Clairvoyance have found that, with effort, they
can temporarily impede or hasten the flow of
subjective time for individual human beings.
Duration Scaling is objective as the flow of
time in the surrounding area continues to move
forward at its regular pace.
Base Effect
Potency: Increase/Decrease Reaction Attribute
by (+/-) 1
Targets/Area: 1 Person
Duration: 1 Round
Range: LOS
Scales
Potency: N/A
Targets/Area: +1 Person
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Physical
Resistance)
Teleportation
Prerequisite:
Biokinesis
(5)
AND
Psychokinesis (5)
Teleportation is available to those Ciphers
that have managed to develop more than a
basic command of the Forms of Biokinesis and
Psychokinesis.
This Talent allows instantaneous transport
from one location to another without crossing the
intervening space. The Cipher with this Talent
is extraordinarily difficult to pin down, however
there are limitations on this Talent: Line of Sight
only and a high EF cost.

The one aspect of this Talent that prevents


Ciphers from being able to merrily transport their
foes off of the edge of the cliff is that fact that the
Cipher activating Teleportation has to guide the
Talent. Thus, they cannot use this ability on others
unless they are bringing passengers. It does not
allow the teleporting of individuals without the
accompanying presence of the Cipher himself.
Base Effect
Potency: Movement to any location within the
Ciphers field of vision.
Targets/Area: Self
Duration: Instant
Range: Self
Scales
Potency: N/A
Targets/Area: +1 Person
Duration: N/A
Range: Touch
Dominance Test: Yes
Roll: Basic/Resisted (Targets Physical
Resistance)
Mind Link
Prerequisite: Biokinesis (5) AND Telepathy
(5)
Ciphers with the Mind Link Talent, are
able to forge a psychic connection between
themselves and others. This link allows not only
instant Telepathic communication, but allows
the participants of the Mind Link to shift their
consciousness in such a way as to experience
what another participant is experiencing. The host
may block out any sensory information from their
partner in the Link whenever they desire without
a Dominance Test.
To establish a Mind Link, the members of
the link must be within sight of each other and
willing to engage in the link. The Mind Link has
an infinite range once created until the Duration
expires.

Chapter Four: Gamemaster

Telepathic Talents may be activated while


sharing anothers senses even if the host is not a
Cipher himself.
Base Effect
Potency: Establishes a Mind Link between
multiple willing participants and allows for
sharing of sensory information.
Targets/Area: 1 Participant
Duration: 1 Hour
Range: LOS/Sympathetic
Scales
Potency: N/A
Targets/Area: +1 Participant
Duration: +1 Hour
Range: N/A
Dominance Test: No (Participants must be
willing)
Roll: Basic
Surge
Prerequisite: Psychokinesis (5) AND
Telepathy (5)
Ciphers with proficiency in both Psychokinesis
and Telepathy have discovered the means to
manipulate the Pauli Effect that comes with
Telepathic usage: the generation of a carefully
modulated electro-static burst that can cause
direct damage to living tissue and, in some cases,
turn off currently active Talents.
With a successful activation of Surge, n amount
of Stun damage is inflicted upon the target.
Should the Potency of the Surge meet or
exceed the Potential Rank of the targeted Cipher,
all Talents currently being held by the target are
turned off prematurely.
Surge is an instantaneous effect and does not
prevent the activation of Talents in subsequent
Phases.
Base Effect
Potency: 1 Stun Damage
Targets/Area: 1 Target
Duration: Instant
Range: LOS

Scales
Potency: +1 Stun Damage (If the scaled Potency
of Surge equals or exceeds the Potential of
Target, the targeted Ciphers active Talents are
turned off prematurely.)
Targets/Area: +1 Target
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Resisted (Targets Reaction)
Annihilate
Prerequisite:
Clairvoyance
(5) AND
Psychokinesis (5)
With command of both the ability to
manipulate Time and Space through Clairvoyant
Talents and the control over inanimate material
that defines Psychokinesis, comes the ability to
literally rip non-living objects from their position
in Time and Space.
With but a touch, a Cipher in possession of
this Gestalt Talent can remove a small amount of
matter permanently.
Annihilate does not work on living tissue.
Base Effect
Potency: Permanently remove material from the
time/space continuum.
Targets/Area: 1 square foot
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 square foot
Duration: N/A
Range: N/A
Dominance Test: No
Roll: Resisted (Objects Durability)
Projection
Prerequisite:Clairvoyance (5) AND Telepathy
(5)
Ciphers that have achieved some degree of
competence with both Clairvoyance and Telepathy

Chapter Four: Gamemaster

195

196

have found that they can learn to disconnect their


consciousness from their physical body.
The effect is akin to what some have described
as an Out-of-Body Experience. The Talent allows
the Ciphers mind to move around in the material
world without fear of being detected or disturbed
through conventional means.
Only through the usage of certain Telepathic
or Clairvoyant Talents can the thought-form
of the Cipher be noticed or acted upon. As a
counterbalance however, the Cipher only has his
Telepathic and Clairvoyant talents at his disposal.
Psychokinesis and Biokinesis simply do not work
while a Cipher is Projected.
Base Effect
Potency: Project the users mind outside of the
body for a limited duration.
Targets/Area: Self
Duration: 1 Hour
Range: Self-Only
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: No
Roll: Basic

Dystopia
This Is For Your Own Good
The chain of events that led to the Dystopian
Tomorrow once again figured Edward Eddie
McDowell as a key player. In this instance
however, his role is known only to a handful of
people, those who proved to be the true momentum
behind the bleak future that came to be.
In this possible Tomorrow, Eddies Field Office
never ran afoul of the Cell that were destined to
decimate them on the road to Apocalypse. Eddie
never had to Push beyond his limits to survive,
thus avoiding the onslaught of Aberrations that

sent him on a rampage. Instead, Special Agent


McDowell was available when the call came from
Colonel OConnor. She informed him that he had
been selected to perform a covert mission of the
highest priority.
After the New Madrid fault awoke and caused
such devastation in St. Louis and Memphis, the
leaders of the world were desperately trying to
find a way to prevent the massive follow-ups to
the initial earthquake.
In the scramble to devise a means to forestall
imminent destruction, the Director of DAEMON
sent word down: Doctor Constantine and Colonel
OConnor were to have a meeting with the
President of the United States and reveal the
existence of Tesla Tech and present it as a possible
solution.
This, of course, required revealing the
presence of Ciphers as well as DAEMON itself,
but the Director made it clear that all would be
well.
No record has been passed down as to how
the President received the information, but shortly
after the private meeting, a press conference was
held. The President announced that salvation was
possible, but the United States would need the
assistance of the brightest minds the world had to
offer. There was no exact timetable for the next
quake, so time was of the essence.
Within days, nations from around the globe
flew in their best and brightest to assist Doctor
Constantine in cracking the enigmas that had
stymied Tesla Tech for so many years.
The plan was to construct a variant on the
Thumper, but massive in size, and more precise
in its operation. With the new Telekinetic device
and the aide of DAEMONs own Ciphers, they
theorized that they might be able to counter the
seismic activity threatening to rip the continent to
shreds.
Weeks passed as the world held its breath.
Geologists watched their instruments carefully for
any sign that the time of waiting was over. Cheers

Chapter Four: Gamemaster

were heard as the President once more spoke to


the world and announced that a breakthrough had
been made. Construction of the new device had
already begun on the site of the predicted epicenter
of the next quake.
The first tremors were detected by deepsensing instrumentation long before they were felt
above ground. That was the cue to begin. Gallons
of Ectoplasm gurgled and a loud hum began
emanating from the two-story tall Telekinetic
Cannon that was aimed at the tectonic plate
below. DAEMON Ciphers with any Telekinetic
ability whatsoever add their Talents to that of the
new Tesla Tech. The ground heaved and bucked,
but over the span of hours it slowly began to calm
and settle.
It had been less than a month since Ciphers
had been revealed to the world, but DAEMON,
its technology, and the Ciphers that served the
agency were being lauded as heroes. It looked like
things had worked out perfectly for the Director
and DAEMON. He had no idea how lucky he was
about to get.
An urgent report reached the Directors desk
while he watched the spectacle at the New Madrid
fault along with everyone else. While patrolling the
area around the fault for civilians, a unit of Veritas
Agents had come across a dozen
men and women in paramilitary
garb heading straight for the
fault. The unexpected intruders
proved to be Ciphers, and due
to the element of surprise most
of them had been captured with
minimal losses to the Agents that
engaged them. Captain Platte
and the inner circle of Oriflamme
had fallen right into DAEMONs
lap.
As soon as the Director
finished reading the report, the
he picked up the phone and gave
Colonel OConnor the go ahead.

Minutes later, as the President came on camera,


prepared to speak once more to the citizens of the
world, the guns leapt from the holsters of the Secret
Service detail surrounding him and emptied their
clips into his chest. The President of the United
States had just been assassinated by a Cipher.
The Vice-President was quickly sworn in
amidst the chaos of the moment. All across the
Earth, elation quickly turned to horror.
Captain Platte, along with Joan, Harry and
other key members of Oriflamme were paraded
in front of the world and declared terrorists. The
blame for the assassination of the President was
cast at their feet and thinly veiled implications
were allowed to circulate that they may have even
been the cause of the New Madrid disaster.
Special Agent Eddie McDowell was never
heard from again, though few noticed.
As the weeks turned to months, the new
President began vilifying Rogue Ciphers while
heaping praise upon DAEMON as the only possible
solution to the menace of psychic terrorists.
Captain Platte was eventually executed before
the public for his crimes, while the remainder of
the Partisans that had been captured disappeared
into the bowels of various DAEMON Campuses
across the country.
Fear ruled the day. Laws were
passed prohibiting Ciphers from
remaining outside the protective
custody of DAEMON. Any
Cipher that came forward was
allowed to become a member
of Veritas or Aegis, and thus
under ostensible control of
the government. Ciphers were
considered too dangerous to be
allowed to roam free.
Years passed, and when
public attention in Rogue
Ciphers began to wane, a new
terrorist attack would occur, once
more fueling the nations fear

Chapter Four: Gamemaster

15:159

197

and hatred for Ciphers that lived outside the law.


DAEMON enjoyed ever-increasing latitude in
dealing with the threat. Civil rights were revoked.
Not only for Ciphers, but for anyone believed to
have had contact with one.
Detention centers were built to house those
not killed while resisting arrest, and DAEMON
became an ever-present police force throughout
America.
Now DAEMON operates under what amounts
to martial law, with the power to act as it wishes
whenever it desires. The President is alternatively
being Bodyjacked or coerced into acting as a
puppet for the Director.
America is under the jackboot of DAEMON,
and Rogue Ciphers are becoming an endangered
species.
Under The Boot

198

Life under DAEMONs police state is


claustrophobic and oppressive.
Agents are frequently seen in every population
center, and have carte blanche when dealing with
a potential Rogue Cipher threat, be it from Rogues
themselves or ordinary citizens under suspicion of
collusion.
Detention centers are present in major cities:
places where Rogue Ciphers and suspected
accomplices are held without regard to the
Constitution or basic Civil Rights. Rogue Ciphers
are given a choice. Join DAEMON or be processed.
Cipher ghettoes are maintained in the open
spaces between major cities, and DAEMON
Ciphers act as guards patrolling the fences along
with their human counterparts that are armed with
Tesla Tech and guard dogs.
Security cameras are everywhere. Every
office, every place of business, every street
corner; the all-seeing eye of the government
observes the movement of the nation. Pingers
have been miniaturized and integrated into a large
percentage of the security cameras, allowing an

alarm to sound in the local DAEMON Field Office


should a Cipher come into view.
DAEMON can, and does, enter any building
they choose under the auspice of investigating
a cipher threat. People are regularly taken from
their homes for questioning, some of them never
return.
Lethal force is authorized in any situation
where Cipher involvement is suspected, and
mistakes are never acknowledged or publicized.
As far as the public is concerned, DAEMON
embodies the government of the United States.
Theyre not far from wrong.
The Breakthrough
When the worlds most brilliant minds gathered
together under the threat of global destruction,
they finally unraveled the secrets of Nikola Teslas
inventions. This allowed the construction of the
Telekinetic Cannon and paved the way for not
only the modernization of existing devices, but
also the creation of new Tesla Technology.
These additional devices are instrumental in
the maintenance of DAEMONs regime.
Examples of possible advances in Tesla
Tech are the Seneschal Device, Scramblers,
Normalizers, Sap Cloth, and Android Proxies.
Ecto-Batteries have remained the same size
due to the fact that it takes a finite amount of
Ectoplasm to equal one unit of Ectenic Force. The
battery wires have become miniaturized however,
with standard electronic wiring replacing the
traditional 1-inch copper tubing that was standard
with previous iterations of Tesla Tech. The
devices themselves have been modernized and
miniaturized allowing for easier portability and
concealment.

Advanced Tesla Tech


Normalizer
The Normalizer is a device that is based on the
Drain Talent that is inherent to Ectovores.

Chapter Four: Gamemaster

With the advancement of Tesla Technology,


Aegis has been able to apply their years of
Chimerae research towards the invention of new
tools for the agents of Veritas.
The Normalizer works in a similar fashion to
a wired electroshock weapon. The key difference
is that instead of applying electric shocks through
a pair of wires, the Normalizer instead siphons
Ectenic Force from Ciphers.
The Normalizer fires a pair of darts up to
fifteen feet away; the darts are connected to the
gun by thin wires constructed of a copper alloy.
Upon contact with the Ciphers skin, Ectenic
Force is drained along the wires into an empty
Ecto-Battery pack carried by the user.
The Normalizer looks like a bulky pistol
attached by 1/8-inch cables to a battery pack
designed to be worn on a belt or in a shoulder
sling.
After each use, the operator can withdraw
the darts and wires back into their original firing
position within the chamber of the gun by use of
a motorized reel.
The Ecto-Battery attached to the Normalizer
is capable of holding up to 20 units of Ectenic
Force. Many Veritas Agents have multiple empty
canisters near at hand.
The Normalizer withdraws 5 units of Ectenic
Force upon contact and an additional 5 units
every Round (10 seconds) that the darts remain in
contact with the target.
Normalizer Durability: 3
Battery Pack Durability: 3
Proxy
The Proxy is by far the most dramatic leap in
Tesla Technology. The android shells capable of
acting as a conduit for Bodyjacking DAEMON
Agents have become the greatest fear of Rogue
Ciphers.
Proxies are lifeless metal constructs until a
Cipher inserts his consciousness into it and takes
control. The outward appearance of the Proxies is

something out of a science fiction movie: six feet


of gleaming steel skin covering robotic limbs with
enough strength to crush the life from a human
body.
The Bodyjacking Talent is required to drive
a Proxy, but once in control, a Cipher has access
to all of his Talents save any within the Form
of Biokinesis. The lack of Biokinetic Talent
activation is greatly offset by the tremendous
strength and durability of the Proxy.
The operator is able to put any Skills he
possesses to use through his robotic surrogate.
Enhanced optical sensors allow for low-light
and infrared vision, and sensitive microphones
pipe even the subtlest of sounds into the headgear
being worn by the operator. The sense of touch is
simulated through a complex series of gyroscopes
and motion sensors. While the DAEMON Agent
is not able to tell what the Proxy is in contact
with, pressure and impact to the android shell is
transmitted to the operating Cipher.
Proxies also have additional pieces of Tesla
Technology built into it, allowing for the agent to
locate and apprehend Rogue Ciphers with ease, as
they have to spend less of their own Ectenic Force
to apprehend Rogues.
The most horrifying aspect of the Proxy is
the fact that a living Cipher brain is necessary for
the Proxy to work. Rogue Ciphers deemed too
dangerous by DAEMON provide the necessary
components. Very few outside of Aegis are aware
of this characteristic of the Proxies.
A Cyberkinetic can easily manipulate a Proxy,
however they lack the ability to activate additional
Talents through the connection, and are restricted
to driving a very sophisticated tank, albeit one
with Tesla Technology embedded.
Proxy Attributes
Strength: 8
Agility: 5
Vitality: 8
Movement: 7 feet/Phase
Strength Modifier: 3

Chapter Four: Gamemaster

199

Armor: 8
Durability: 30
Reaction: 2*
*While the Wits Attribute of the operator may
vary, the Proxy has a limited responsiveness.
Ecto-Batteries: 4 (80 EF)*
*Operation of the Proxy expends 1 unit of
Ectenic Force per hour. Use of additional Tesla
Technology depletes the Ecto-Batteries further.
Embedded Tesla Technology
Pinger
Thumper
Normalizer
Scrambler
Sap Cloth

200

Sap Cloth is one of the most useful


improvements of Tesla Tech to date. It is a thick,
wool-like material comprised of durable polyester
interwoven with strands of material made from
neutralized Ectoplasm. The material acts to
dampen any Ectenic effects that come into contact
with it. This protection extends to extremities
such as the head and hands of the person wearing
Sap Cloth.
Any Talent aimed at a person wearing Sap
Cloth receives a 2 Rank reduction in Potency. If
this takes the Potency below the Base effect, the
Talent is neutralized.
The drawback to Sap Cloth is that it affects
Talents being activated by the user wearer as well.
Many Veritas Ciphers eschew the use of Sap Cloth
for this very reason. Should a situation develop
that requires the activation of an agents Talents,
the additional 2 units of Ectenic Force required to
overcome the effects of Sap Cloth can drastically
reduce an agents capabilities in the field.
Sap Cloth Durability: 2
Scrambler
A potent weapon in DAEMONs arsenal, the
Scrambler simulates the Static Talent that makes
it nigh impossible for the target to form a coherent

thought, thus enhancing the Agents capability to


apprehend Rogues.
The Scrambler is constructed to resemble a
small rifle. It comes with a single Ecto-Battery
(20 EF), and costs 3 EF per shot. A successful hit
applies a 3 penalty to all actions undertaken by
the target of the Scrambler. Multiple hits from the
Scrambler have no additional affect.
Scrambler Durability: 4
Seneschal Device
The Seneschal Device is a smart-phone sized
item with a small battery pack capable of holding
one Ecto-Battery. The battery pack holds one
Ecto-Battery (20 EF) and can be worn on a belt or
slung inside a jacket like a shoulder holster.
The Seneschal Device simulates the
Psychokinetic Talents Access Data and Use
Machine with a small high-resolution touchscreen that allows the operator to manipulate
nearby electronic devices.
The device is capable of accessing one
electronic device at a time, but the Seneschal
consumes such a miniscule amount of Ectenic
Force that it is capable of up to 20 hours of
continuous use before a new Ecto-Battery needs
to be connected to the device.
Seneschal Device Durability: 1
Battery Pack Durability: 3

Balance
Crisis Averted
Edward McDowell plays a small but pivotal
role in the Tomorrow of Balance. Strangely
enough, for Balance to come about in this version
of the Three Tomorrows, Eddies Field Office
must die in a violent confrontation with a Cell of
potent Ciphers. This sends McDowell over the

Chapter Four: Gamemaster

edge and onto a rampage, slaughtering Ciphers


across the United States.
This turn of events diverts the resources of
DAEMON from delving into Tesla Tech for a
solution, as McDowell becomes top priority for
the Agency. His activities threatened to uncover
Ciphers in general and DAEMON in particular.
The last thing the Director desired was for
DAEMON to be thrust into the public eye and risk
their inhumane experiments coming to light.
Oriflamme was also on McDowells trail.
Having proven to be a dire threat to Ciphers,
Plattes organization placed the renegade
DAEMON Agent at the top of their list.
When the first quake nearly leveled St. Louis,
the world began waiting for the end. Oriflamme
and DAEMON were too preoccupied with the
McDowell situation to give much attention to the
ominous predictions of the geologists.
It seemed that nothing could be done; that
civilization, if not humanity, could end in a matter
of days or weeks. Nearly seven billion people
began to give up hope and say their goodbyes to
loved ones.
What no one noticed, at least first, was the
small collection of Rogue Ciphers that had
gathered in a tiny town in Tennessee that sat right
atop the New Madrid fault. The next day, another
Cell arrived, then another. Each group of Ciphers
made the trek to Reverie with little more than a
vague intent of helping.
None of the Ciphers present at the time recall
anything peculiar about their desire to come to
the fault. It seemed to be the natural response
to the situation. The Clairvoyant Talents among
the groups had led them to the place they saw as
the epicenter of the coming disaster. There was
no Telepathic call like the
storied
Prophets
summoning
of
Ciphers to New
Mexico. There was no

master plan, no charismatic leader drawing them


there. They just came.
At first it was a trickle, then a flood. Ciphers
in the hundreds, then thousands, began making
camp in the area around Reverie, forming a small,
impromptu tent community.
The Clairvoyants that had made the journey
stretched their Talents to determine the exact time
the quake would begin. When the moment for
action came, the gathering of Ciphers turned their
attention to the trembling earth beneath their feet.
Those with Telekinetic Talents focused their
abilities downward, attempting the impossible
task of easing the pressure in the fault miles
beneath them. Available Telepaths directed their
attention towards forging a connection between
the Psychokinetics and the Clairvoyants who were
acting using their Talents to concentrate the effort
at the exactly the precise location that would do
the most good. Those with Biokinetic abilities
acted as a corps of medics, Pushing their Talents
further than ever before to heal the damage the
Psychokinetics were doing to themselves as they
Pushed with everything they had at the fault. Even
with these efforts, no small amount of Ciphers
Pushed too far and fell lifeless to the ground.
After what seemed like an eternity, the tremors
subsided, and the Ciphers that had gathered
in Reverie, Tennessee celebrated a bittersweet
victory. The quake had been held back, the seismic
force dispersed, but more than half of them had
died in the act of preventing a disaster that would
have affected the entire world. News crews had
arrived as the Ciphers began their work, and
the entire event had been broadcast across the
world. The secret existence of Ciphers had been
announced to humanity, and things would never
be the same.
While many reacted to the presence of people
with psychic abilities with no small amount of
confusion and fear, the fact that the first image the
world had of them was the valiant self-sacrifice
given to preserve a world that didnt even know

Chapter Four: Gamemaster

201

202

they existed. The uncertainty was overcome with


admiration for what they had done.
Deep in the recesses of an Aegis Campus,
a meeting was held among those that called
themselves the Children of Tesla. A decision was
reached. They decided that they could bear the
guilt no longer. The tortuous experiments that the
scientists under Constantines supervision had
conducted had to be put to an end.
Evidence, not only explaining DAEMONs
history, but the details of the experiments were
presented to a special committee of the United
States Senate. Again, the spectacle was televised
as Aegis scientists began giving testimony
concerning the atrocities that had been committed
over the years within the hidden government
project known as DAEMON.
A Cipher by the name of Joan was somehow
convinced to give testimony of her own horrific
childhood under the not so gentle care of Doctor
Elijah Constantine. In a twist of fate, the broken,
abused young woman became the poster-child for
a growing movement to accept Ciphers as a part
of humanity and not a threat to be feared.
As the events unfolded, Doctor Constantine
was tried and convicted for crimes against
humanity and sentenced to death. Other members
of Aegis shared a similar fate, either executed for
their actions or destined to spend the rest of their
lives in prison.
Today Ciphers live openly in the midst of
many nations. In the United States, after some
debate, it was agreed that they were entitled to the
same rights and privileges as those who had no
Talents.
Everything may not be perfect; there are still
Ciphers out there that seek to use their Talents for
personal gain as well as those that see themselves
as above the Rule of Law and the Talent-less
humans that enforce it.
Ectovores still pose a threat from their place
in the shadows, but now there billions standing
against the perils instead of just thousands.

An Uneasy Peace
With the dissolution of DAEMON, a new
government body has taken on the role of
researching Cipher Talents and assisting in the
reintegration of Ciphers into the community. The
Bureau of Cipher Relations, or BCR, is under the
purview of the Department of the Interior with
a special Congressional committee in charge of
oversight. No one wants a repeat of the horrors
inflicted upon Ciphers during the years that
DAEMON was handling things.
For the most part, Ciphers have become a
part of everyday life in the United States. Their
Talents are put to use performing jobs that are too
dangerous or impractical for normals to handle.
A Special Forces division of the Army has also
been created for Ciphers that wish to serve their
country. While all Talents have proven useful in
a military capacity, Remote Viewing, Healing,
and the various types of Psychokinesis are highly
valued by the officers of the Psych Battalion as
they have come to be known.
Many Ciphers have established private
businesses. From entertainment to security, those
that had previously been forced to live on the run
were now valued members of society.
Perhaps the visible and popular Ciphers
are those that have formed troubleshooting
businesses. Hailed as modern day superheroes,
the troubleshooters act to keep humanity safe
from those Ciphers that refuse to come under the
Rule of Law. The renegade Ciphers have been
dubbed super-villains by the media, adding to
the immense fascination the public has for Ciphers
in general.
In addition to the so-called Super-Villain
Menace, Chimerae and Bogeymen still lurk in
the darkness, waiting to strike against the Ciphers
themselves.
All is not paparazzi and keys to the city for
the Ciphers though. While most of the population
follows the doings of Ciphers with rapt attention,

Chapter Four: Gamemaster

the presence of a Cipher nearby can cause a kneejerk reaction reminiscent of the Civil Rights
movements of the late 1960s.
People that can be the most vocal in their
support of Ciphers feel uncomfortable when one
moves in next door, and the thought of their son or
daughter dating one chills their blood.
Radical hate groups have sprung up. These
new brand of racists have frequent rallies in major
cities, attempting to entice people to join in the
demonization of Americas newest citizens.
All in all, the Prophets, and later Daniels,
dream of attaining Balance has come true. Ciphers
enjoy the same civil rights as those without Talents,

and have even shown the world that superheroes


can be a reality.
The Sum Is Greater
One important by-product of so many
Ciphers working together to prevent the New
Madrid quake is the ability to work together to
produce staggering results. This process is called
Harmonization.
Harmonization
If two or more Ciphers with the same Talent
join hands and Harmonize their Talents, an
increase in the flow of Ectenic Force occurs.
Researchers of the BCR are currently studying
this effect, but as of yet no one knows where this
additional EF originates.
Regardless of where it comes from, when
working towards a common goal, the Talent being
activated is super-charged, acting as if more than
the actual numbers of Ciphers are contributing.
Physical contact must be maintained during
the activation and subsequent manipulation of any
Talents used in this fashion.
For each Cipher contributing Ectenic Force
towards a common purpose, up to his own personal
limit of EF per second (Phase), the total units of
Ectenic Force is doubled.
One Cipher has to be designated the leader
of the effort, and it is his combination of
(Potential+Form+Talent) that determines the
Mark of the activation roll.

Chapter Four: Gamemaster

203

THE UNITED STATES OF AMERICA


DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

Exit Stage Left (A Note From The Author),


This is where we part ways.
By reading through to this page, you have completed a journey that
we began more than two and half years ago. After months of design,
development, debate, brainstorming, bitching, and blood; the game is
now yours.
While we conceived Cipher and carried it to term, its time to cut
the umbilical and hand it over to you, the player.
With any luck, weve provided you with everything you need to hop
into the world weve created and take it for a spin. If weve done
our job, the system should be a smooth ride with lots of room for
customization. In the end though, its your game. Tilt the steering
wheel. Slide the seat back. Play with the mirrors. Make it yours.
Its been a hell of a lot of fun making this game, and we truly
hope you find half as much enjoyment in it as we did.
Until next time,

D.A.E.

Paul E Holmes
181:90

WASHINGTON, D.C.

MON

It started as a push. A burn. A throbbing.

All in all, I was surprised it didnt hurt that much. Id felt worse; things that made me want
to scream and rage and run. This sensation just imparted a strange clarity that first and foremost
told me I was in shock.
Man, he aint goin down, the guy was chuckling as he shook his head, completing the image
of stereotypical gang-banger. My instincts had warned me about him when he first approached,
but stupid me, I hadnt wanted to seem racist. Liberalism looses again.
Yeah, the other one, the one with the gun said, as he took aim, guess he was tough.
My mind went into high gear as my hand clutched my stomach, the warmth seeping through
my fingers reminding me that I was in deep trouble. For a moment, I drew a blank, and then I
remembered working with my patients, sharing my calm, spreading it like a blanket.
This time, I spread fear, smearing it across the world like a coat of thick, black paint.
The mans eyes widened, his hand started to shake, his friend took a step back. I pushed more
of myself into it and the fear became palpable and mingled with the scent of urine.
I told you, I dont have any money, was that me? I soundedcruel.
There was almost no sound, just a faint pop, and the man in front of me crumbled, half his
head missing, his gun clattering against the pavement. Another faint pop, closer this time, and the
other man fell as well, his hoodie flopping over his face, sparing me the sight. Joan stepped into
my line of vision, lowering her silenced gun, her hand reaching and pressing her jacket into my
side, forcing the pain to flash even harder and I lost the hold I had on the fear. The world snapped
back to normal, the rain-damp parking lot glimmering one more moment before the lot lights
went out, the highway sounds from above and behind us reaching my ears again.
Joan pushed the jacket even harder and pulled my hands back into place, her face an inhuman
mask in the darkness. I remembered what I was doing, held myself tight as she pulled her belt
free from its loops then wrapped it tight around me. She was so thin; it barely fit my stomach, the
blood on her hands making it difficult to work the buckle.
The clerk must be spooked, she glanced at the now dark gas station, then helped me with
an efficient gentleness into the car, her lips pressing together so tightly for a moment they turned
white, We need to get you fixed up.
She pulled gloves from the back, slipping them on with practiced ease before efficiently
emptying the pockets of the two men dead before us. The little baggie with its white rocks, she
tossed to the ground before grinding them beneath her heel, leaving them to dissolve in the rain.
The cash she pocketed, shoving it into the pocket next to the holster I hadnt even known she
was wearing.
I shifted and moaned, the pain suddenly flaring up, red and vicious. She glanced at me, her
hand deep in the last pocket, and for the briefest moment I saw a furrowing of her brow, the
hyper clarity of before serving me well, then she was a mask again, rushing to look at what she
had found. It was a single sheet of paper, the ink smeared from the junkies sweat and the rain.
Well shit, it was the first time I had heard her swear, What a coincidence.

She slammed the car door closed as she stood and rushed to the drivers side, sliding into
her seat, reaching over me to buckle me into place, You must stay awake, just for maybe fifteen
minutes. You must. Do you understand? If you begin to slip, the car sprung into life, the world
was growing streaky, I will stick a finger into your wound.
You wouldnt, my voice was croaky, far away. I shook my head to clear it and moaned
from the pain of the motion.
You dont know that, Dr. Anthony, do you?
The acceleration made me vaguely ill, but I was more awake again, more aware, Call me
Michael, please.
You do not know that, Michael.
I almost made it without passing out, then she poked me, the finger sliding around the jacket
and driving into the wound, and the pain became, for a moment, a living, clawing beast, and I
yelled and everything was in focus again. She had a flyer in her other hand as she drove, glancing
at the map in the lights from the dash. I recognized it as the last item she had pulled from my
muggers pocket.
Where... I had to lick my lips and cough, then my voice came back, Where are we going?
The Reverends church is set up here, just a few more minutes, we hit a bump and I choked
back a scream, It is very close, I justah, there.
The rain had stopped and here, in the middle of farmland, fog had replaced it, dancing through
her headlights and revealing a strange apparition. There, standing by the road, mud almost over
his fine, white dress shoes, stood a massive man in a white suit, his hands draped over his round
belly, his head covered by an equally surreal white hat. To either side of him stood two muscular
men, one who could have been a cousin to the two who had tried to mug me, one who could have
been an extra in a Nazi movie.
Joan pulled the car in close and swung herself out into the night, dashing around to my side
to get that door open as well. The two piles of muscles were with her already, reaching in to me
with surprising gentleness, lifting me carefully into the night.
Ah, Joan, the man in whites Southern accent seemed a perfect compliment to his suit,
Daniels Oracles told me youd be coming. This is Dr. Anthony, I see. Gut shot?
Joan nodded and the world was fading, He needs help immediately, Reverend. I am sure you
know his importance.
We all need help, Joan, and I heal everyone, its what I do, his rumbling voice became my
world, filling my mind, Dr. Anthony, youre going to be just fine. Just fine
I came to in a room of diffused light and the soft sound of singing. It only took a moment
to resolve into someones front parlor, the white curtains in the windows softening the midday
sun, the singing from a woman who rocked in the chair beside me. Outside of the singing and
the rocking, she looked like a PTA mother whose children were grown, down to the pearls at her
neck and the sensible, yet fashionable shoes on her feet.
As I struggled to sit, she rose to her feet, straightened her slacks, and reached out a hand,
pulling me upright. I was sore, but the ferocious beast of pain was gone, and a quick glance

revealed unblemished skin across my stomach. And a six pack. Apparently, the near starvation
diet Id been on had done me some good.
Here you go, the woman smiled as she disturbed my self-examination, her hand holding a
white button-up shirt, still folded on the cardboard from the store, Its good to see you up. Ill
let the Reverend know, hell want to talk to you.
Where am I? the shirt was a tad too big, but easily the nicest thing Id worn in a few
months. It felt good to slide it on, familiar. I blushed as she handed me a new pair of slacks, I
hadnt even realized they were gone. Even worse was realizing someone had put a new pair of
boxers on me as well.
Kansas, a small farm near Gardner. The Reverends church is here to do a little revival
and this farmhouse was loaned to us for the duration, she laughed at my look of confusion
and patted my shoulder and straightened my collar, The Reverend is another one of those big
names among Ciphers. He moves from place to place, rescuing those who are running, saving
those about to get caught, healing all who need. We follow him, help him, and through him, help
ourselves. Doing the most good, as it were.
She stepped back as I stood, then motioned to the outside world, Lunch is being served
outside, on some tables. Get yourself a plate and Ill see about letting the Reverend know youre
awake.
Im sorry, I couldnt help but smile at her, her familiarity, a warm wind from my old life,
I didnt get your name.
Im Mrs. Donaldson, Im a clairvoyant. Now go get some food.
The lawn had maybe ten tables set on it, some of them folding card tables, one a true picnic
table, some obviously meant for more indoor use. There were maybe twenty, twenty-five people
milling about, laughing, and trading friendly jabs, with plates full of food from the porch where
a serious spread was set up. I knew my stomach was fine, but somehow, the idea of eating didnt
seem too appealing.
Finding Joan was easy, I just looked for the place where no one else would go. They barely
looked at her, in fact, inscribing a circle of isolation around her. She sat on an old log, her hands
dangling loosely between her knees, her head bowed in the sun, her blonde hair aflame with the
light. Still, she was the only familiar thing there and I needed that familiarity.
I had almost reached her when Mrs. Donaldson passed me on the left and a hand took hold
of my right arm. I turned to see and there was the Reverend, the sunlight bouncing off his white
suit with an almost blinding brilliance.
Dr. Anthony! His voice was a booming force as he engulfed my hand in his, pumping it up
and down, I was startin to worry you might never wake up.
Out of the corner of my eye, I saw Mrs. Donaldson hand a cup of coffee to Joan, then smile
and walk away.
Now, the Reverends voice was lower now, the instrument reigned in, creating a sense of
intimacy even here on the lawn surrounded by people, Dont worry about Joan. There was an

incident a year or so back. Some people have trouble forgiving, thats all, trouble with blaming.
Theyll learn, youll see, theyll learn. Thats why theyre here. We all need to learn.
Learn what? I let myself be led to a table, a plate was already waiting for me and my
stomach surprised me by letting out a distinct growl.
The Reverend laughed, a big bass drum that drew eyes and smiles from all around us, Learn
our place in the world, our destiny, our mission.
I looked back to Joan, sipping her coffee slowly, a eerie reflection of where Id been just a
day or two before. I could feel the hatred whirling around her and I frowned myself, And what
about her, what about her place?
The Reverends eyes grew sad for a moment and his head shook ponderously, Hopefully,
there wont be a place for her in the future. And hopefully, shell learn a new place. Just like all
of us.

Five

Five:Appendices
Sample Npcs
Journalist
Strength: 5, Agility: 4, Vitality: 4, Knowledge:
7, Wits: 7, Willpower: 7, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 2, Movement: 5, Health: 12, Stun: 10
Important Skills

210

Academics: 6 (Computer: 1, Law: 2,


Literature: 2, Politics: 1, Research: 2), Athletics:
3 (Climb: 3, Run: 2, Unarmed Combat: 1), Crafts:
3, Clandestine: 6 (Hide: 2), Investigation: 5 (Body
Language: 2, Interrogation: 2, Notice: 3, Search:
2, Urban Tracking: 2), Medicine: 2 , Performance:
5 (Journalism: 2, Photography: 1), Social: 6
(Charm: 1), Vehicle: 2, Weaponry, Melee: 1,
Weaponry, Ranged: 2 (Pistol: 3)

Clergy
Strength: 4, Agility: 4, Vitality: 5, Knowledge:
7, Wits: 7, Willpower: 8, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 1, Movement: 4, Health: 13, Stun: 10
Important Skills
Academics: 6 (Law: 1, Psychology: 2,
Religion: 3, Research: 3), Athletics: 4 (Run: 2,
Sports: 1), Crafts: 5 (Handyman: 3), Clandestine:
2, Investigation: 4 (Notice: 2), Medicine: 4 (First
Aid: 2), Performance: 5 (Oration: 3,

Speech Writing: 3), Social: 6 (Body Language:


4, Charm: 3, Etiquette: 2, Gang Territory: 2,
Intimidate: 1), Vehicle: 2

Doctor
Strength: 5, Agility: 6, Vitality: 5, Knowledge:
7, Wits: 6, Willpower: 7, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 3, Strength
Modifier: 2, Movement: 5, Health: 12, Stun: 10
Important Skills
Academics: 6 (Research: 4, Writing: 4),
Athletics: 4 (Run: 4), Investigation: 4, Medicine:
6 (Diagnose: 4, First Aid: 4, Pharmacology: 3,
Surgery: 1), Performance: 3, Science: 6 (Biology:
4, Chemistry: 4), Social: 5 (Charm: 2), Vehicle: 3

Cop
Strength: 6, Agility: 7, Vitality: 5, Knowledge:
6, Wits: 6, Willpower: 5, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 10, Stun: 10
Important Skills
Academics: 4 (Law: 2), Athletics: 6 (Run:
2, Unarmed Combat: 2), Clandestine: 5 (Urban
Stealth: 3), Investigation: 4 (Notice: 2, Search: 3),
Medicine: 3 (First Aid: 2), Social: 4 (Intimidate:
3, Streetwise: 3), Vehicle: 3 (Car: 2), Weaponry,
Melee: 4, Weaponry, Ranged: 4 (Pistol: 3)

Private Investigator
Strength: 5, Agility: 5, Vitality: 5, Knowledge:
6, Wits: 7, Willpower: 7, Reaction: 2, Mental

Chapter Five: Appendix

Resistance: 5, Physical Resistance: 3, Strength


Modifier: 2, Movement: 5, Health: 12, Stun: 10
Important Skills
Academics: 4 (Computer: 2, Law: 2,
Research: 3), Athletics: 4 (Boxing: 2, Run: 1)
, Crafts: 2 (Car Repair: 1), Clandestine: 4 (Pick
Lock: 2, Urban Stealth: 2, Urban Tracking: 2),
Investigation: 4 (Body Language: 2, Interrogation:
2, Notice: 3, Search: 3), Medicine: 2 (First Aid:
1), Performance: 3, Science: 2, Social: 4 (Bullshit
Artist: 2), Vehicle: 1 (Car: 1), Weaponry, Melee:
2, Weaponry, Ranged: 4 (Pistol: 2)

Police Detective
Strength: 6, Agility: 5, Vitality: 5, Knowledge:
6, Wits: 6, Willpower: 7, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 12, Stun: 10
Important Skills
Academics: 4 (Law: 4), Athletics: 5 (Run: 3,
Unarmed Combat: 3), Clandestine: 4 (Shadowing:
3), Investigation: 6 (Interrogation: 3, Notice:
4, Search: 3, Urban Tracking: 3), Medicine: 3
(First Aid: 2), Science: 2 (Forensics: 2), Social: 5
(Gangs: 3, Intimidation: 4, Streetwise: 4), Vehicle:
4, Weaponry, Melee: 3, Weaponry, Ranged: 5
(Pistol: 3, Rifle: 2, Shotgun: 1)

Swat Officer
Strength: 6, Agility: 6, Vitality: 6, Knowledge:
5, Wits: 6, Willpower: 6, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 12, Stun: 12
Important Skills
Academics: 4 (Law: 2, Psychology: 1),
Athletics: 6 (Run: 3, Throw: 2, , Unarmed
Combat: 3), Clandestine: 5 (Urban Stealth: 2),
Investigation: 3 (Notice: 4), Medicine: 3 (First
Aid: 2), Nature: 3, Social: 4 (Intimidate: 2),

Vehicle: 5 (Car: 2, Truck: 2), Weaponry, Melee: 4


(Baton: 2, Knife: 2), Weaponry, Ranged: 6 (Pistol:
3, Rifle: 4, Shotgun: 3, SMG: 3)

Soldier
Strength:
5, Agility: 6,
Vitality:
7,
Knowledge:
5,
Wits:
5,
Willpower:
6,
Reaction:
2,
Mental
Resistance: 4,
Physical Resistance: 4, Strength Modifier: 2,
Movement: 6, Health: 13, Stun: 14
Important Skills
Academics: 2, Athletics: 6 (Run: 3, Throw: 2,
Unarmed Combat: 2), Crafts: 4 (Weapon
Maintenance: 1), Clandestine: 2 (Urban Stealth:
3), Investigation: 4 (Notice: 4), Medicine: 2 (First
Aid: 2), Nature: 4 (Survival: 2, Wilderness Stealth:
3), Science: 2, Social: 2 (Intimidate 1), Vehicle:
3, Weaponry, Melee: 4 (Bayonet: 2), Weaponry,
Ranged: 5 (Rifle: 4, Pistol: 1, Heavy Weapon: 1)

Social Worker
Strength: 4, Agility: 5, Vitality: 6, Knowledge:
6, Wits: 7, Willpower: 7, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 1, Movement: 5, Health: 13, Stun: 12
Important Skills
Academics: 5 (Law: 1, Psychology: 2),
Athletics: 3 (Run: 3, Unarmed Combat: 1), Crafts:
4 (Handyman: 3), Clandestine: 3 (Shadowing: 3, ,
Urban Stealth: 2), Investigation: 6 (Interrogate: 2,
Notice: 3), Medicine: 5 (First Aid: 3), Performance:
3 (Oration: 3), Social: 6 (Charm: 3), Vehicle: 3,
Weaponry, Ranged: 3 (Pistol: 1)

Chapter Five: Appendix

211

A Quick Scenario

elow you will find a quick look at a scenario


that is intended to help kickstart your
imagination when planning a Cipher game. Loose
Ends, is intended as an introductory story for a
new Cell of Ciphers.
Following Loose Ends are a handful of plot
hooks that may prove useful as well.

Loose Ends

212

The players are a new Cell of Ciphers; new to


the hidden world of Ciphers and fresh into their
Talents. While they are in a somewhat isolated
part of town; warehouse, industrial district, the
bad part of town; they encounter a Chimera.
Shortly after they dispatch the Chimera,
the players encounter another Cell of Ciphers
who have been tracking the Chimera. The exact
makeup of the NPC Cell is unimportant save for
the fact that they must have at least Clairvoyant.
The strangers thank the PCs for dealing with the
creature, and present themselves as generally
helpful. This could serve as a way for the characters
to learn more about the world of Cipher from a
more experienced Cell.
Three days after the
encounter, one of the
characters receives an email
from the Clairvoyant they met
earlier. The email contains a
video file of the Clairvoyant
looking jittery and furtive. He
explains that by the time this
email was sent, all but one
of his Cell has been killed by
DAEMON. He had seen this
in a Prophecy, and chose not
to inform his partners due to
the fact that the events were

important Cruxes involving the prevention of


Dystopia.
Unfortunately, the Cells leader, Reggie will
have been taken by DAEMON and is en route to a
DAEMON Field Office. If DAEMON manages to
get him to the Field Office, it is likely that a Deep
Scan will reveal whatever facts the PCs divulged
during their earlier meeting as well as what they
look like. As if that werent bad enough, he also
has important information concerning a handful
of Boundless Faith Sanctuaries.
The player characters can choose to run at this
point, knowing that DAEMON will be aware of
their existence, or they can attempt to rescue the
captured Cipher. Luckily, the Clairvoyant is able
to provide the route the DAEMON Agents will be
taking on their way back to the Field Office.
Should the players opt for a rescue attempt,
they will find that Reggie has already been
subjected to at least a small amount of Telepathic
interrogation. Afterwards, as the PCs are deciding
what move to make next, theres a knock on the door
and teenager is standing there. He tells them that
its nice to have new players
on the board and he will be
seeing them later. Should the
PCs be in a public place, have
the message delivered by a
random passerby. Regardless
of the messenger, once the
message has been delivered,
the person shakes their head
as if coming awake and seems
confused before wandering off
apparently unaware of what
has just happened.

Chapter Five: Appendix

moment the Oracle departs, Cabot trots to his bus


in as big of a hurry as anyone has ever seen him.

Hooks:
Signs Of Betrayal
A Partisan discovers Bonnet Islands
involvement with Dr. Constantine. Considering
Oriflammes Tenets concerning DAEMON, what
is Captain Platte or any of his followers likely to
do about this?
Bonnet Island is an important ally in the war
against DAEMON, but from all appearances they
are sleeping with the enemy.
The Arranged Marriage
A small Cell of Ciphers has come to the
island, and discovers that the Telepath in their Cell
has been chosen to be paired off with one of the
teenage girls from the community.
The problem is not only does the Cell plan on
moving on, but also its obvious she doesnt want
to be forced into a marriage with someone she
hardly knows. To further complicate things, the
girl wants the leave Bonnet Island badly enough
that she is willing to go to any extent to do so.
A New Crusade
Due to a number of high-profile encounters
with DAEMON, the Crusaders conclude that the
Cell is a danger to Reverend Cabot and his work.
The resources at the disposal of the Samaritans
are such that the PCs will have a hard time finding
any sort of sanctuary while the Crusaders harry
them across the country.
The Absent Oracle
An Oracle appears one evening, and following
the revival service, approaches Reverend Cabot.
A member of the Cell overhears the two men
conversing and learns that Daniel has apparently
disappeared from his safehouse.
The Reverend assures the Oracle that he will
put his every resource to the task of assisting in
the search. What strikes the PCs as odd is that the

The Insurrection
One of Captain Plattes closest aides is
uncomfortably aware of just how off the
reservation Platte has gone, and has decided to
do something about it for the sake of Oriflamme
and Ciphers as a whole. The aide knows the fierce
loyalty Platte commands from his followers, and
is forced to go outside to find a solution.
Plattes aide contacts the Cell and asks them
to assist in the removal of the dangerous
commander before something goes horribly
wrong.
Rock And A Hard Place
The DAEMON sleeper inside Oriflammes
Command Center finally slips and is caught
red-handed delivering vital information to his
DAEMON controllers. While he is convinced
of his own innocence, he is not ready to allow
himself to be placed in front of a firing squad. He
manages an escape from Platte and his Command
Team and goes on the run.
The Cell bumps into the Sleeper and he relates
his story to them, convincingly pleading his
innocence. Unfortunately, the characters have now
been placed squarely between Plattes vengeance
and the mailed fist of Veritas as they descend to
retrieve their operative.
Stepping Into The Breach
The Cell becomes aware that a certain
United States Senator is a very potent Crux for
the Three Tomorrows. Unfortunately, a trio of
renegade Oracles (the Haruspices) is planning on
assassinating him to eliminate what they believe
to be one of the shackles of destiny. DAEMON
is planning on allowing this to happen as they
have misread the event as a Crux that will help to
prevent the Apocalypse.

Chapter Five: Appendix

79:42

213

It is up to the PCs to prevent the Senator from


being killed, even though it means doing so in the
heart of DAEMONs power.
Difficult Choices
Word has reached the PCs that Daniel may not
be human. The information that comes to them hint
that the leader of the Oracles may be a Bogeyman.
The question is, does it matter? Daniel has been
one of the cornerstones of the Rogue Ciphers. Is it
important that he be human at all?
If the Cell decides to investigate, they must
first find a way to locate the mysterious man who
claims to be the philosophical descendant of the
Prophet.
Homeland Insecurity
A Cell of Harbingers intends to use their
Psychokinetic and Biokinetic Talents to slaughter
hundreds, if not thousands, at an awards ceremony
in Los Angeles. With the entire world watching,

Ciphers will be thrust into humanitys awareness


in the worst way possible. If this is allowed to
happen, Dystopia will take a giant leap towards
becoming a reality.
You Reap What You Sow
Jim Dancers affiliation with the Harrowers
has brought him into very real danger. No longer
satisfied with a simple alliance, the Doyens of the
Nexus have managed to capture one of Dancers
Chimera and nurture it into a Bogeyman. Their
plan is to eliminate Dancer and replace with him
with a creature under their control.
The Great Escape
This one is easy. Start the story with the Cell
contained within one of the Aegis Campuses.
For any number for reasons, they have grown
tired of being under the constant watchful eye of
DAEMON and have decided to break out of their
gilded cage.

214

Chapter Five: Appendix

Creating Chimerae
All Chimerae have the following traits:
Attributes
Strength: 7
Knowledge: 3
Health: 10
Agility: 7
Wits: 3
Stun: 14
Vitality: 7
Willpower: 3
Reaction: 2
Strength Modifier: 2
Mental Resistance: 2
Movement: 7
Physical Resistance: 5
Skills
(Other Skills Or Foci May Be Accrued If The
Chimera Has Access To Kinesthetic Reflexes)
Athletics: 5
Unarmed Combat: 5
Clandestine: 5
Stealth: 5
Investigation: 2
Notice: 5
Weaponry, Melee: 5
Weaponry, Ranged: 5
Potential: 5
Ectenic Force: *6 (At Birth)
*Chimerae Consume 1 Unit Of Ectenic Force
Per Day To Maintain Their Existence.
Should The Chimerae Ever Drop To 0 In
Its Ef Pool, It Immediately Disperses Into
Nothingness.
Forms:
If A Chimerae Has A Talent Within A Form,
Consider That Form To Have A Rank Of (5)
Talents:
All Chimerae Have 5 Talents: 3 That Are
Common To All Chimerae, And 2 That Are

Determined By The Conditions Under Which


They Were Birthed.
All Chimerae Talents Are Ranked At A (5)
The Common Talents Are Drain, Ping, And
Blend.
Biokinesis: 5
*Drain (5) [5Ef]
Clairvoyance: 5
Psychokinesis: 5
Telepathy: 5
**Blend (5)
**Ping (5)
*Only Chimerae, Bogeymen, And Eidolons
Possess The Drain Talent. Physical Contact Must
Be Made Before The Chimera May Attempt To
Activate Drain.
**Blend And Ping, When Used By Chimerae,
Function Differently Than When Activated By A
Cipher.
Telepathy: Blend
Base Effect
Potency: -3 To Notice Checks Unless The User
Attacks, At Which Point The Effect Fades.
Targets/Area: Self-Only
Duration: Always On
Range: All Within Los
Cost: Blend Costs No Ef Or Activation Roll For
Chimerae. It Is Considered To Be Always On.
Scales
Blend May Not Be Scaled By Chimerae
Dominance Test: yes
Roll: Resisted (Targets Mental Resistance) if
there are multiple potential observers, use the
highest mental resistance present.
Ping
Base Effect
Potency: Detect presence of Ectenic Force
Targets/Area: 100-yard radius
Duration: Always On
Range: Self-Only

Chapter Five: Appendix

215

Cost: Ping costs no EF or Activation Roll for


Chimerae. It is considered to be always on.
Scales
Ping my not be scaled by Chimerae
Dominance Test: No
Roll: Basic

New Talent
Biokinesis: Drain

216

Once a Chimerae makes contact with a Cipher


or any other being containing Ectenic Force, it
automatically attempts to activate its Drain Talent.
If successful, the Chimerae takes an amount
of EF from its victim and replenishes its own pool
with the stolen energy.
Base Effect
Potency: Remove 5EF from victim and add 5EF
to the Chimera
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Cost: Drain has no cost in EF.
Scales
Drain may not be Scaled.
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)
The other 2 Talents possessed by any one
Chimerae work exactly as they do for Ciphers and
are determined as follows:
Talent #4 is the Talent that was being used at
the moment the Chimerae was birthed.
(If this is one of the 3 Inherent Talents, roll on
the charts below twice.)
Talent #5 is determined by rolling a d10 twice.
The first d10 tells you what Form the random
Talent is from.
1-3: Biokinesis
4-6: Psychokinesis
7-9: Telepathy
10: Clairvoyance

Once you have determined which Form the


random Talent is from, roll the second d10 to
determine which specific Talent the Chimerae has.
Biokinesis
1: Seizure
2: Drain Mental
3: Drain Physical
4: Boost Physical
5:Regeneration
6: Wound
7: Mimic
8: Second Wind
9: Slow Metabolism
10: Stun
Clairvoyance
1: Danger Sense
2: Combat Sense
3: Resonance Tracking
4: Danger Sense
5: Spatial Awareness
6: Resonance Tracking
7: Danger Sense
8: Combat Sense
9: Resonance Tracking
10: Spatial Awareness
Psychokinesis
1: Brittle
2: Ignite
3: Tk Strike
4: Control Fire
5: Fine Manipulation
6: Fogbank
7: Tk Shield
8: Use Machine
9: Break Machine
10: Gross Manipulation
Telepathy
1: Bodyjacking
2: Induce Aberration
3: Static
4: Alter Perception
5: Alter Memories
6: Induce Emotion

Chapter Five: Appendix

Unlike a Chimera, whose only abilities revolve


around the form it takes at birth; a Bogeyman has
the Forms, Talents, and Potency that its Parent had
at the time of its birth as a Chimera. This alone
makes it a dangerous foe, but Bogeymen also carry
over any Talents it had as a Chimerae (including
Drain) and a frightening ability to spawn Chimerae
at will and control them completely.
The Blend and Ping Talents are considered to
be Always On as they are with Chimerae.
Creating a Bogeyman is as simple as creating
a Cipher character with an appropriate amount of
experience applied, and adding in the additional
Talents that are inherent to Bogeymen.
Ping and Blend work for Bogeymen exactly
as they do for Chimerae with no cost or activation
roll and are considered to be always on.
Bogeymen do not consume Ectenic Force
simply by existing as Chimerae do.

Duration: 1 Round To Form, Chimerae Is


Permanent Until Destroyed.
Range: Up To 10 Yards Away.
Cost: 1 Ef
Scales
*Potency: +1 Chimerae
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: No
Roll: basic
*While a Bogeyman may create as many
Chimerae as it desires, it may only control a
number of Chimerae equal to its own Potential
Rank. Any additional creatures are free to act of
their own volition.
The Bogeyman chooses whether or not to
assert dominion over a particular Chimera at the
time it is created. Control may not be exerted at
a later time. Control may be relinquished at any
time, but may not be reacquired.
If a Chimera is birthed by a character and
manages to escape, take a moment to make a
copy of the character in the eventuality that it later
returns to plague him as a Bogeyman.

New Talent

Creating Eidolons

7: Mask
8: Telepathic Shield
9: Twitch
10: Communicate

Creating Bogeymen

Telepathy: Create Chimerae


A Bogeyman May Call Upon Its Own Ectenic
Force To Conjure Forth A Chimera Of Its Own
Making.
The Chimera May Take Any Form The
Bogeyman Desires And May Have Any Talent
That The Bogeyman Itself Has Access To.
Base Effect
*Potency: Create A Single Chimerae. The 2
Additional Talents The Chimerae Possesses
Can Be Any That The Bogeyman Itself Has
Access To.
Targets/Area: N/A

Eidolons have the Strength, Agility, and


Vitality of their host body and can have anywhere
from 8-10 Ranks in their own Knowledge, Wits,
and Willpower.
Apply 40 Ranks each to Skills and Focuses
if you are constructing an Eidolon from scratch;
otherwise carry over the skills from the Bogeyman
incarnation and add an additional 20 Ranks each
to Skills and Focuses.
Eidolons also have the following Traits.
Potency: 10
Ef Pool: 40
Forms
Biokinesis: 7
Drain (5)
Clairvoyance: 7

Chapter Five: Appendix

217

Psychokinesis: 7
Telepathy: 7
Blend (5)
Ping (5)
*Create Chimerae (5)
**Possession (5)
***Ectenic Ghost (Special)
The Blend And Ping Talents Are Considered
To Be Always On As They Are With Chimerae
And Bogeymen.
* Eidolons May Control As Many Chimerae
As They Like, Even Taking Control Of
Independent Chimerae If They Desire.
To Take Control Of An Independent
Chimera, Make A Successful Roll Using
Chimerae)
(Potential+Telepathy+Create
(Chimeras Mental Resistance)
**New Talent
Telepathy: Possession

218

Eidolons have a Talent similar in effect to


Bodyjacking. The difference is that an Eidolon may
stay in its host as long as it likes. When Possessing
a Cipher, the Eidolon need only expend 1 point of
EF and re-roll the activation once per day.
With Possession, an Eidolon enters its intended
host, coalescing its energy form within the brain.
Once a successful activation roll is made, the
Eidolon settles in and takes complete control of
the body it now inhabits.
If the body is that of a Cipher, the Eidolon has
full access to that Ciphers Talents. If the Ciphers
Potency is higher than the Eidolons, or if the host
has more Ranks in any of its Forms, the Eidolon
may substitute those instead of its own Potency or
Ranks in the various Forms.
Possessing a Cipher is much more difficult
than taking control of a Talent-less human. The
Potential of a Cipher plays a large role in helping
to shrug off the Eidolons influence.
Any subject may opt to willingly submit to an
Eidolons Possession. At a later date, should they

Change Their Mind, They May Force The Eidolon


To Make A Resisted Roll To Maintain Control.
Base Effect
Potency: See Description
Targets/Area: 1 Target
Duration: Instant/Permanent
Range: Touch
Cost: 1 Ef
Scales
Possession Does Not Scale.
Dominance Test: Yes
Roll:
Resisted
(Targets
Mental
Resistance+Potential)
***New Talent
Telepathy: Ectenic Ghost
The natural state of an Eidolon is that of
a being comprised of pure Ectenic Force. The
Ectenic Ghost form of an Eidolon has the solidity
of water vapor and may move along in much the
same manner; sliding between cracks and flying
above objects if it desires.
When in this form, the Eidolon may not
activate Talents within the Biokinetic Form, as
it has no substantive body to work with. Talents
within the Forms of Clairvoyance, Psychokinesis,
and Telepathy have no such limitation.
Biokinetic and Psychokinetic Talents have no
effect upon an Ectenic Ghost, but Clairvoyant and
Telepathic Talents may target it. When an Eidolon
is in-between hosts, weapons do it no harm, nor
can it be held by anything that is not airtight.
The Ectenic Ghost Talent requires neither
an activation roll nor EF cost to use, as it is the
Eidolons natural state.

Chapter Five: Appendix

Index
Symbols

2s 87

Campus 8

20s 88

Cell 8

Cells 79

Aberration 7, 105

Chimera 8, 20

Aberration Checks 106


Academics 43
Action Clock 91
Activation 102
Aegis 8, 23, 158
Affinity 77

Derived Attributes 40

Character Generation Quicksheet 39


Check 104
Chimerae 181
Creating 182
Cipher 7, 8
Cipher Patch 45
Clairvoyance 8, 18, 48, 58

Agility 40

Clandestine 43

Aiming 95

Cloverdale, New Mexico 13

Apex Talent 46

Cold. SeeExposure

Apocalypse 8, 16, 189

Combat 89

Directive Alpha 157


Directive Beta 157
Directive Delta 157
Directive Gamma 157
Directive Theta 158
Disarm 93
Doctrine 8, 30
Dodge 96
Dominance Test 8, 97
Doubles 87
Dramatic Time 89
Drugs 109
Dual Wielding Melee Weapons 93
Dual Wielding Pistols 95
Durability 111
Dystopia 8, 16, 194

Armor 101

Combat Reference 90

Athletics 43

Attack 92

Complex Action 66, 92


Consciousness Check 101

Attribute 38

Crafts 43

Ectenic Force 8, 18

Autofire 95

Creating Bogeymen 185, 215

B
Balance 8, 16

Biokinesis 8, 18, 47, 51


Birthing Process 105
Bleed Off. SeePauli Effect
Block 97
Bogeymen 8, 20, 184
Creating 185
Bonnet Island 8, 15, 33, 128
Boundless Faith Ministries 8, 36

Creating Chimerae 182, 213

Creating Eidolons 186, 215


Critical Success 87
Crux 8, 17

Cryokinesis 8, 48

Cyberkinesis 8, 48

Ecto-Battery 166
Ecto-Mask 167
Ecto-Skeleton 167
EF. SeeEctenic Force
Effects Of Aberrations 106
EF Pool 45
Eidolon 8
Eidolons 186
Creating 186

DAEMON 8, 22

damage 141, 144, 154,


188, 193, 199

Boundless Faith Ministry 134

Damage Type 98

Bows 112

Dampening Panels 168

Breaking A Grapple 93

Daniel 15

Bulletproof Armor 102

Death 101

Burstfire 95

Defensive Action 96

Chapter Five: Appendix

Electricity. SeeExposure
Experience Points
Gaining 117
Spending 118
Explosives 116
Exposure 108

219

F
Falling 110
Fatigue 109
Firearms 94
Fire Damage 108
Focus Points 40, 42
Form 8
Forms 46, 47
Fumble 87

G
General Aberration 107
Gestalt Talents 192
Grappling 92

H
Harbinger 8, 21, 31
Harmonization 201
Harrowers 8, 24, 175

220

Health 41, 99

Heat. SeeExpsoure
Human Body As A Weapon 112

I
Inanimate Objects 111
Index 217
Initiative 91
Instinctive Mind 176
Interval 91
Investigation 43

List Of Talents 52
Logical Mind 176

Mark 86
Medicine 43
Melee Attacks 93
Mental Resistance 41
Meridian Talent 46

L
Line of Sight 50

Pyrokinesis 9, 48

R
Radiation. SeeExposure

Radiokinesis 48. See alsoCyberkinesis


Range 50

Monitor 9, 33

Ranged Attacks 94

Movement 41

Reaction 41, 88

Mu Directive, The 158

Recovering Health 101

Recovering Stun 99

Nature 43

Reinforcing Shields 97

Normalizer 197

Resisted roll 50

Rogue Cipher 9

Oracle 9

Refinement 77

Round 91

Oriflamme 9, 35, 140

Samaritan 9, 36

Partisan 9, 35
Patrons, The 11
Pauli Effect 9, 19, 50, 104
Pendragon 179
Performance 44
Period. SeeDrugs
Phantom Security, Inc. 172

Juice 9. See alsoEctenic Force

KRE 180

Stun 98

Money 78

Physical Resistance 41

Komitet Razvitiye Ekstrasens 180

Health 100

Metaphysical Security Service 179

Phase 91

Knowledge 40

Pushing

Throwing 94

Pinger 166
Potency 49
Primary Form 46
Prophet, The 9
Proteus Movement 9, 21, 31
Proteus Movement, The 146
Proxy 197
Psychokinesis 9, 18, 48

Chapter Five: Appendix

Sanctuary 9
Sap Cloth 198
Scale 49
Scaling 102
Science 44
Scrambler 198
Sealed, The 24, 168
Secondary Form 46
Self 50
Seneschal Device 198
Shooting The Engine 117
Side Effect. SeeDrugs
Simple Action 92
Simultaneous Talents 102
Situational Aberration 107
Skaneateles, New York 11
Skill 42
Skill Focus 42

Skill Points 42
Slate Corporation 9, 24, 171
Social 44
Sprint 97
Strength 40

U
Unarmed 92
Unarmed Combat. SeeAthletics
Unconciousness 101

Strength Modifier 41

String 9, 18

Vehicle 117

Structure 117
Stun 41, 98
Sympathetic 50

Vehicle Agility 117


Veritas 9, 23, 162
Vitality 40

Talent 9, 18

Way Of The Prophet 34, 151

Talent activation 50, 53, 55,


58, 63, 64, 65,
71, 76
Talents 46
Task Resolution 86
Telekinesis 9, 48
Melee 93

Weaponry
Melee Skill 44
Ranged Skill 44
Weapons List 114
Willpower 40
Wits 40

Telepathy 9, 19, 48

221

Tenets
Harbinger 32
Monitor 34
Oracle 35
Partisan 36
Samaritan 38
Tesla Tech 165. SeeTesla Technology
Advanced 197
Tesla Technology 9
Three Tomorrows 9, 16
Three Tomorrows, The 194
Threshold Talent 46
Throwing
Distance 94
Things 94
Thumper 166
Touch 50
Toxicity. SeeDrugs

Chapter Five: Appendix

Very soon now, everyone will have heard the

word Cipher and know that people with


mental powers exist. The future is screaming
down on us like a freight train and every person
on this planet is tied to the tracks.
Evolutionary accidents, human lab-rats, progeny
of a cruel and trickster god; we have searched in
vain for the reason of our existence. There is a
vast, empty page where the words of our history
should be, but regardless of our origin, we have
walked among you for nearly a hundred years.
We are your children.
We have the power to affect body, mind, and
matter with a mere thought. We can see the past
as clear as the present, and what is to come
holds few secrets from us. We can ignite fires
with a glance and we will set the world alight by
our mere presence

Whether we choose to or not.


This book contains everything you need to get
started playing a Cipher gifted with mental
abilities in a dangerous reflection of the modern
world:
A complete set of original game mechanics,
the "Vector System"
Five Doctrines that help define your
character's resources and attitudes.
71 Unique Talents to choose from.
A comprehensive setting including a variety
of antagonists, dangers, and plot hooks.

Welcome to the world of cipher;


you can see tomorrow,
but can you survive today?

BMG0002 Balance

www.brokenmeme.com

Broken
Meme

game design studio

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