TEXT: TM and ©2017 Monte Cook Games, LLC
  To print your Cypher Deck Expansion, 
  set your double-sided printer to short-
  edge binding and print on a cardstock 
  material. Then, with a sharp utility knife 
  and straight edge, use the crop marks as 
  guides to trim the cards apart.
  If you don’t have a double-sided printer, 
  print the pages individually and then 
  glue them back-to-back with a thin, even 
  coat of adhesive. Before glueing, hold the 
  back-to-back sheets up to a light source 
  to ensure they are lining up correctly.
  The gutters between the cards give you a 
  little bit of leeway if the two sides do not 
  line up exactly.
  
  This deck of 30 power cards expands upon the 
  previous cypher decks, giving you more cypher powers 
  to choose from. When a PC finds a random cypher, 
  rather than rolling on the charts in the book, the GM 
  draws one image card (from one of the previous decks) 
  and one power card. Looking at the image card, the 
  GM knows the type of the item, and can expound 
  on the details. For example, a worn item might be 
  a helmet, a belt, gloves, or whatever else seems 
  appropriate. The GM then picks one of the powers on 
  the power card to assign to the cypher. The player can 
  hang on to the cards as a reminder of the cypher and 
  its ability, turning it back in when they use it. 
  Creative Director: Monte Cook 
  Graphic Design: Kali Fitzgerald
  Additional Graphic Design: Bear Weiter
  Managing Editor: Dennis Detwiller
  Proofreader: Tammie Webb Ryan
  © 2017 Monte Cook Games, LLC
  NUMENERA and its logo are trademarks of 
  Monte Cook Games, LLC in the U.S.A. and other countries. 
  All Monte Cook Games characters and character names, 
  and the distinctive likenesses thereof, are trademarks of 
  Monte Cook Games, LLC.
  Printed in China
  TM and ©2017 Monte Cook Games, LLC
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Level 1D6+2
  1. Safe Distance
  The space between the user and 
  an adjacent target increases to a 
  long distance. The device literally 
  “stretches” space to accomplish this. 
  2. Ice Prison 
  A creature in immediate range is 
  placed in stasis in a 3-foot (1 m) 
  thick solid layer of metallic ice. 
  The cypher or dealing 50 points 
  of damage (through Armor 3) can 
  remove the ice.
  3. Time Slip
  User and all allies within long 
  range are instantly transferred 
  1d20 + 5 hours into the future. For 
  all other creatures, it’s as if the 
  targets ceased to exist during the 
  intervening period.
  Level 1D6
  1. Regeneration Engine 
  (Tainted Cypher)*
  Each time the user uses a cypher, 
  an artifact, or a special ability from 
  their type or focus during the next 
  28 hours, they also restore a number 
  of points to their Pools equal to the 
  regeneration engine’s level.
  2. Gravity Detonation 
  Can be thrown in a short range. 
  Bursts in a radius of 6 feet (2 
  m), causing gravity in the area to 
  become unstable. PCs caught in 
  the area must use a Might-based 
  action to get out, with the difficulty 
  determined by the cypher level.  
  *Risk of cleoid transformation 
  (Into the Deep, page 26)
  Level 1D6+3
  1. Calramite Blade
  Produces a 3-foot (1 m) blade of 
  hard blue light that lasts for ten 
  minutes. If used in combat, it is a 
  light weapon that ignores Armor.
  2. Calramite 
  Photonic Emitter
  Long-range energy attack inflicts 
  damage equal to the cypher level 
  to the target and all creatures 
  within immediate range of the 
  target.
  3. Death Vision
  Touched target sees a vision of 
  its final moments of life, stunning 
  the target so that it loses its next 
  turn. The target’s final moments of 
  life could be minutes, months, or 
  years away.
  Level 1D6
  1. Water Lens
  Allows the user to view any area of 
  Branu’s Kiss* (up to a long range in 
  diameter) that they have previously 
  visited and see what occurs in that 
  location for up to an hour.
  2. Amazing Experience
  User gains the memory of an 
  experience so epic that each time 
  he reviews it as an action, he 
  has an asset on all tasks in the 
  following round. The memory fades 
  after 28 hours, but general content 
  remains.
  *Branu’s Kiss is a 30-mile (48 
  km) wide bubble of water floating 
  between the Earth and the sun 
  (Into the Night, page 16)
  Level 1D6
  1. Calramite War Plating
  Nanomachines completely cover 
  the user’s body in bronze-colored 
  armor, granting a number of points 
  of Armor equal to the artifact level for 
  ten minutes. 
  2. Crux Nodule 
  For one hour, the difficulty of attempts 
  to manipulate the Crux*(or understand 
  and manipulate any unfamiliar items 
  of the numenera) is decreased by 
  three steps. 
  3. Vacuum Protector 
  Keeps the user alive in vacuum for 
  28 hours. Eliminating the need to 
  breathe for the duration. 
   
  *The Crux is a massive device which 
  maintains the environment of 
  Branu’s Kiss (Into the Night, page 23) 
  Level 1D6+2
  1. Mind Rejuvenator 
  (Tainted Cypher)* 
  Substance adds +1 to the user’s 
  Intellect Edge for one hour. The 
  user’s maximum Intellect Pool 
  increases by 4 for three days.
  2. Corpse Reviver 
  (Tainted Cypher)* 
  Restores life to one corpse (dead 
  no longer than one minute and 
  essentially in one piece) or restores 
  a number of points equal to the 
  cypher level to a character’s Pools. 
  *Risk of cleoid transformation 
  (Into the Deep, page 26)
  Level 1D6+1
  1. Calramite Analyzer
  Serves as an asset for the use of one 
  task related to using or understanding 
  the numenera (including the use of 
  the Scan esotery).
  2. Nalranin 
  Connection Graft
  When applied to a creature, 
  it immediately unleashes 
  microfilaments of ice that 
  penetrate every organ, including 
  the brain. Within five minutes, the 
  victim suffers 5 points of damage, 
  and then it gains a connection to 
  Nalranin in the icedrift of Niress* 
  If the creature is within Niress, it 
  gains absolute immunity to heat 
  drain (cold) from any source.
  *Niress (Into the Deep, page 64)
  Level 4
  1. Spined Sphere
  The cypher is hurled at a foe within 
  short range like a medium weapon. 
  The foe must make a Might 
  defense roll or be injected with one 
  of a variety of poisons; the most 
  common kind inflicts 4 points of 
  Speed damage (ignores Armor). 
  Moreover, all within immediate 
  range of the target are attacked 
  at random as needles fly from the 
  exploding sphere. These needles 
  inflict only 1 point of damage, but 
  they are poisoned just like the 
  needle that injects the first target.
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Level 1D6
  1. Mind Rejuvenator
  The user’s Intellect Pool is restored 
  a number of points equal to the 
  cypher level. 
  2. Warning Beacon 
  This cypher projects an image of 
  the user playing a repeating, pre-
  recorded message when any living 
  creature comes within immediate 
  range. Once activated, it will run 
  for a month.
  3. Fast Film 
  Once applied, this clear liquid adds 
  1 to the user’s Speed Edge for two 
  hours.
  Level 1D6+3
  1. Foreknowledge
  User knows exactly what will happen 
  next round, and thus can treat any 
  task attempted in the subsequent 
  round as routine if the difficulty 
  of the task does not exceed the 
  cypher level. If the task difficulty 
  does exceed the cypher level, the 
  foreknowledge gained is less certain, 
  but the difficulty of any attempted 
  task is reduced by two steps.
  2. Unconsciousness Bomb 
  Can be thrown in a short range. 
  Bursts in a cloud within an 
  immediate distance. The cloud 
  lingers for 2d6 rounds unless 
  conditions dictate otherwise. 
  Living creatures that breathe fall 
  unconscious for a number of 
  minutes equal to the cypher level. 
  Level 10
  1. Existence Knife
  The cypher is a normal light melee 
  weapon. When a creature whose 
  level does not exceed the cypher 
  level and who is no larger than 
  the user is attacked, the attack 
  reaches back in time and attacks 
  an ancestor instead. If successful, 
  the target’s ancestor is killed before 
  having children. The target creature 
  is wiped from existence.
  2. Time Duplicate
  A future version of the user appears 
  and aids the user for up to one 
  minute. This allows the user to take 
  two turns per round at two locations. 
  However, at some point in the next 
  month, the user disappears, and 
  must pay the time debt (by going 
  back in time to the battle).
  Level 1D6+4
  1. Detonation (Kills Time)
  Bursts in an immediate radius, 
  decaying time in the area. Living 
  creatures take damage equal to the 
  cypher level that ignores Armor, and 
  they are aged the same number of 
  years as the cypher level.
  2. Datasphere 
  Foreknowledge
  Tapping into the datasphere’s 
  knowledge, the user can learn the 
  answer to three questions about 
  one location.
  Level 1D6+2
  1. Ray Emitter 
  (Curusa Controlling)
  Allows the user to project a ray of 
  energy up to 200 feet (60 m) that 
  opens a telepathic communication 
  channel to the target for one 
  minute. If the target is a curusa*, 
  the user can mentally direct it 
  each round for one minute as their 
  action.
  2. Sustenance 
  User gains +5 to Armor against 
  sonic attacks, including conditions 
  that drain sound-based life (such 
  as complete silence, as typified in 
  the Quietude*).
  *Curusa (Into the Deep, page 138)
   *Quietude (Into the Outside, page 95)
  Level 1D6+2
  1. Access
  For an hour, the user can pass 
  through most naiadan* structures 
  whose level is less than or equal to 
  the cypher level. 
  2. Electrical Jolt 
  For the next 28 hours, the user can 
  generate an electrical burst at a 
  target within short range that inflicts 
  damage equal to the cypher level. 
  Alternatively, their melee attacks 
  deal 1 additional point of damage.
  3. Oversight 
  For the next hour, the user can 
  release a stream of fluid at a target 
  within immediate range that inflicts 1 
  point of damage (ignores Armor). At 
  the end of the next round, the target 
  obeys the instructions of the user.
  *Naiadan (Into the Deep, page 100)
  Level 1D6+2
  1. Detonation (Crystallization)
  Explodes in an immediate radius, 
  crystallizing the victim in metallic 
  ice. The victim is in a state of 
  suspended animation, immune 
  to damage and effects. They can 
  be uncrystallized if removed from 
  Niress*. 
  2. Deep Adaptation
  Physically adapts user to survive 
  like a native creature of the Deep 
  Dark*, including immunity to high 
  pressure and cold, the ability to 
  breathe underwater, and the ability 
  to see in dark water for up to 111 
  hours. This adaptation is lethal at 
  surface pressures.
  *Niress (Into the Deep, page 64)
  *Deep Dark (Into the Deep, page 9)
  Level 1d6+1
  1. Ice Dermis Graft
  When applied to a creature, the 
  cypher immediately unleashes 
  micro filaments of ice that 
  crystallize through the skin. In 
  five minutes, the creature suffers 
  5 points of damage and gains 
  +1 to Armor for 28 hours. It also 
  gains +2 to Armor against damage 
  inflicted by heat drain (cold).
  2. Path Viewer
  Connects briefly to Nalranin* and 
  reveals a direct path to the stated 
  objective, if the user succeeds on 
  an Intellect-based task based on 
  the level of the target. In Niress, 
  the path is a glowing line visible for 
  seven days.
  *Nalranin (Into the Deep, page 74)
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Level 1D6
  1. Electric Core Detonator
  This handheld device absorbs all 
  electricity in long range in a single, 
  terrifying flash. This renders all 
  tech in range inert for one minute. 
  Once it absorbs electricity, it may 
  be thrown short range. Bursts in 
  an immediate radius, inflicting its 
  cypher level in electrical damage. 
  2. Fetch 
  A small, sentient automaton which 
  emerges from a copper sphere, 
  that can carry up to 50 pounds (23 
  kg), following behind the user at all 
  times. It lasts for 28 hours.
  Level 1D6
  1. Dream Shunt
  Once activated, the user’s 
  subconscious imagination is 
  projected in a 30-foot (9 m) 
  radius around them as distracting 
  holograms. This gives the user an 
  asset to Speed defense actions for 
  ten minutes. 
  2. Nanite Bloodfuse 
  Once injected, this substance 
  restores all the user’s Pools by 
  a number of points equal to the 
  cypher level.
  Level 1D6
  1. Motion Multiplier
  A single, short, tool-based action 
  performed near this device 
  (hammering a nail, pick-axing 
  a door, smashing a rock with 
  sledgehammer) can be set to 
  repeat indefinitely without the user 
  being present. 
  2. Dazzler
  Once triggered this device emits 
  light and sound in a dazzling pulse 
  that affects anyone within short 
  range, increasing the difficulty of 
  any attempted task by two steps for 
  three minutes.
  Level 1D6+1
  1. Cureall
  A single dose injector that cures 
  all disease and illness (even fatal 
  ones) by placing the user in a 
  three-day stasis. During this time, 
  they enter a torpor while their body 
  repairs itself.
  2. Crystal Wall
  Creates a 10-foot by 10-foot (3 m 
  by 3 m) blue, crystalline wall that 
  lasts for four hours and grants all 
  behind it +1 to Armor.
  3. Poison (Laughter)
  The victim is shaken by 
  uncontrollable laughter for one 
  minute and can take no other 
  action. 
  Level 1D6+2
  1. Ballistic Gel
  This small canister sprays a green 
  gas that rapidly solidifies into 
  ballistic gel that lasts for one hour. 
  Any creatures standing behind the 
  gel shield are granted +2 to Armor.
  2. Phase Door 
  An adhesive sticker that, applied 
  to a surface, causes a temporary 
  doorway to form in the surface 
  that tunnels through up to 3 feet 
  (1 m) of material. If there is a 
  cavity within that distance, a door 
  is created which can be operated 
  normally. It remains operative for 
  three hours.
  Level 1D6
  1. No Paint
  Applying this paint to a non-living 
  object smaller than a person makes 
  it transparent to light, rendering it 
  invisible for one hour, whereupon 
  the paint flakes and falls away.
  2. Aural Implant
  Grants the ability to hear far 
  more acutely for one hour, which 
  decreases the difficulty of all 
  hearing-related tasks by two steps.
  3. Sonic Drain
  Can be thrown a short range. It 
  destroys all sound within 60 feet 
  (18 m). No sound can be made or 
  persist in this radius for two hours.
  Level 1D6+2
  1. Fire Control
  Once activated, all fire and flame 
  within long range is immediately 
  extinguished for one hour. If a 
  creature or machine relies on 
  fire to operate or live, it suffers a 
  number of points of damage equal 
  to the cypher level.
  2. Temporal Mine
  Once set, any pressure activates 
  this device. It paralyzes the 
  activator by freezing them in time 
  for a number of hours equal to 
  the cypher level. In this stasis, the 
  subject is immune to damage and 
  does not age.
  Level 1D6
  1. Instructional Time Node
  When activated, the device shows 
  the next five minutes of the user’s 
  life in a hologram visible only 
  to them. This allows the user to 
  decrease the difficulty of next task 
  they attempt within that 5 minute 
  window by two steps.
  2. Magnetic Skin
  Causes the user to stick to metal 
  as if their body was magnetic. This 
  effect lasts for an hour.
  3. Phase Countermeasures
  This device activates a field in 
  long range that lasts for one 
  minute. Any immaterial creature 
  or machine within this radius 
  immediately becomes material, 
  and may be attacked normally.
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Jon Gislason - gislason1988@gmail.com - 250987
  
  TM and ©2017 Monte Cook Games, LLC
  Level 1D6
  1. Copier
  A small stylus that, once activated, 
  writes all the user speaks aloud 
  on any substance provided for 28 
  hours.
  2. Hyperkinetic Actuator
  Substance restores the user’s 
  Might Pool to full and adds 1 to 
  Might Edge for one hour.
  3. Half Door
  Two sections of a small trapdoor 
  that remain connected to each 
  other no matter the distance 
  between. Anyone stepping into 
  one emerges through the other 
  instantly. The door may be used 
  three times before it becomes 
  inert. 
  Level 1D6+2
  1. Temporal Reset
  A button that once hit undoes the 
  last 28 hours of time, returning 
  the user to wherever they were 28 
  hours earlier. They immediately 
  suffer 2 points of Intellect damage. 
  2. Memory Edit
  Allows the wearer to find, sort, and 
  delete up to 28 hours’ worth of 
  their own memories. Once deleted, 
  they can never be recovered. 
  3. Imager
  Allows the wearer to render three-
  dimensional images of what they 
  are currently imagining, that can 
  be seen by all present. The device 
  works for one hour, and then 
  becomes inert. 
  Level 1D6+4
  1. Matter Eater
  Can be thrown in a short range (or, 
  if it has the capabilities, projected 
  up to long range). Bursts in a cloud 
  within an immediate distance. The 
  cloud lingers for 1d6 rounds unless 
  conditions dictate otherwise. At 
  the end of that time all non-living 
  material in the cloud instantly and 
  permanently vanishes. 
  2. Neural Override 
  For one hour, the device enables 
  long-range mental control with 
  anyone who has a matching 
  implant. These devices are always 
  found in groups of two or more. It 
  can only control creatures equal or 
  less than the cypher level.
  Level 1D6+2
  1. Soother
  Creatures whose level is equal to or 
  less than the cyphers become calm 
  if enraged, and remain so for up to 
  x time, unless attacked or otherwise 
  provoked.
  2. Air Fins 
  Gloves with extradimensional 
  membranes that allow the user 
  to swim through the air as if they 
  were in water for one hour. This 
  allows the user to move in any 
  direction, even vertically, at the 
  speed of normal swimming. 
  Level 1D6
  1. Corrosive Swarm
  This cloud of tiny machines can 
  be dispatched at any target within 
  long range. The cloud lingers for 
  1d6 rounds unless conditions 
  dictate otherwise. The selected 
  target in the cloud suffers damage 
  equal to the cypher level (the cloud 
  will only damage the designated 
  target).
  2. Datasphere Uplink
  The user opens a two-way 
  connection to the datasphere’s 
  knowledge for one minute. During 
  this time, all Intellect-based tasks 
  are reduced in difficulty by two 
  steps.
  Level 1D6
  1. Growth Gun
  For the next 28 hours, each time 
  the weapon (or the weapon to 
  which the device is attached) 
  strikes a living creature, it causes 
  a wild overgrowth of cells. The 
  affected target takes 2 additional 
  points of damage and loses their 
  next action.
  2. Water Wall
  Creates an immobile plane of 
  water up to 20 feet by 20 feet (6 
  m by 6 m) for up to ten minutes. 
  The plane conforms to the space 
  available, but is otherwise normal 
  water. When the time is up, the 
  water dissipates.
  Jon Gislason - gislason1988@gmail.com - 250987
  
SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Supplements/Decks/Cypher Deck Expansion.pdf