The Alexandrian

Random GM Tip – Cypher Bad Guys

November 24th, 2020

In Numenera cyphers are one-use items scavenged from the ruined technology of an elder age. Often the utility of these items as perceived by the PCs will be only tangentially related to the item’s original function; the ultra-tech equivalent of ripping a laser out of a CD player and using to signal your squad mates. I’ve talked Sleepwalker - Arcana of the Ancients (Monte Cook Games)about cyphers at greater length in Numenera: Identifying Items, but the core concept is that they let the PCs do something cool once and then they’re cycled out for another cypher. Examples of cyphers include stuff like:

  • A metallic nodule that can be attached to an item, allowing one to telekinetically manipulate it with a paired rubber glove.
  • A disk-like device that shoots out paralyzing beams.
  • A set of goggles that can be used to perceive out-of-phase creatures and objects.
  • A metal amulet that surrounds the user in a field of absolute blackness.
  • A cannister dispensing foam that transforms metal into a substance as brittle as glass.

Now that you know what a cypher is, here’s the tip:

To quickly create a memorable bad guy, roll on the random cypher table in Numenera and have the bad guy do that as “their thing.” When the fight’s done, the PCs will be able to scavenge the matching cypher from their corpse.

For example:

  • A synthetic octopodal creature that telekinetically hurls large items at the PCs.
  • A slender ungulate with “antlers” that are metallic discs emitting paralyzing beams.
  • An invisible assassin droid that launches attacks from the out-of-phase interdimensional space where it lurks.

This technique works particularly well in Numenera because, as I discuss in Numenera: Fractal NPCs, creating NPCs in the Cypher System can be literally as easy as saying, “He’s level 3.” But then you can expand that to whatever level of detail you want (hence the “fractal” in “fractal NPCs”), which in this case would be adding the cypher-based ability.

However, you can achieve a similar effect in almost any system by simply grabbing an existing NPC stat block and slapping on the ability. (The only drawback is that scavenging may not be an assumed part of play in your game of choice, so you may lose that depth of experience unless you make a special effort to incorporate it.)

For example, if you wanted to make a tribe of orcs a little special, you might have them worship Glaubrau, Demon of the Nethershade. Take a standard orc stat block and then have them cloaked in absolute blackness. (The PCs can harvest their black blood to make an oily potion that imbues a similar effect.)

I’ve actually found myself using the Numenera cypher lists to achieve this effect across multiple systems, but there are often local equivalents. For example, random potion lists in D&D are somewhat more limited in their range of effect, but can work in a pinch. (If you’re running 5th Edition, however, you might just cut to the chase by grabbing a copy of Arcana of the Ancients, which adapts a whole slew of cool stuff from Numenera for your D&D game, including some random cypher tables.)

2 Responses to “Random GM Tip – Cypher Bad Guys”

  1. Eric Vesbit says:

    Nice. I’ll check it out. I love the idea of adding something special to vanilla monsters.

    Regarding the after-battle scavenging, I’ve incorporated “Hamund’s Harvesting Handbook” into my game (going so far as to have Hamund’s shop not to far from the Yawning Portal in Waterdeep.) This seems to be similar idea, and has added a nice dimension to our game.
    https://www.dmsguild.com/product/276213/Hamunds-Harvesting-Handbook-A-Complete-Guide-to-Harvesting-and-Crafting-in-DD-5e

  2. Routinely Itemised: RPGs #76 says:

    […] The Alexandrian has a Random GM Tip – Cypher Bad Guys. […]

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