TEXT: BY MONTE COOK AND BRUCE CORDELL
  CYPHER 
  COLLECTION I
  
  2
  The Cypher Collection I is, not surprisingly, a collection of new cyphers to use in your Numenera games. 
  Cyphers are one-use, cobbled-together bits of technology that characters frequently discover and use. Many 
  groups will burn through cyphers quite quickly, so the addition of fifty new cyphers is a welcome way to spice 
  up a Numenera campaign with new abilities for players and new ideas to make stories fun and interesting.
  In this collection, you’ll find fifty brand new cyphers that can be added into any campaign when a new 
  cypher is needed. Unless otherwise noted, all of these cyphers are anoetic.
  THE CYPHER COLLECTION
  INTRODUCTION
  Credits
  Writer/Designer 
  Monte Cook
  Additional Writing 
  Bruce Cordell
  Lead Editor 
  Shanna Germain
  Editor  
  George Ziets
  Proofreader 
  George Ziets
  Graphic Designer 
  Nissa McCormack
  Artists  
  Dreamstime, 
  Kieran Yanner
  Numenera 
  Editorial Team 
  Scott C. Bourgeois, 
  David Wilson Brown, 
  Eric Coates, 
  Ryan Klemm, 
  Jeremy Land, 
  Laura Wilkinson, 
  George Ziets
  © 2013 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. 
  
  3
  CYPHER LIST
  01–50 Use cypher list in 
  the Numenera corebook 
  (page  281)
  51 Camouflage Screen
  52 Clamp Trap
  53 Deactivator
  54 Detonation (Coma)
  55 Detonation (Suggestion)
  56 Disintegration Gel
  57 Distance Activator 
  58 Duplicator
  59 Ejection Nodule
  60 Extra Time
  61 Eye in the Sky
  62 Faraway Ear
  63 Freeze Inducer
  64 Heat Sensor
  65 Helping Hand
  66 Hover Disk
  67 Image Caster
  68 Instant Wings
  69 Magnetic Ink
  70 Magnetic Winch
  71 Mass Nodule
  72 Mental Coupling
  73 Message Capsule
  74 Message Detonation
  75 Mind Control Implant
  76 Mind Sled
  77 Mood Patch
  78 Motion Activator
  79 Muscle Cart
  80 Nectar Dispenser
  81 Needle Sphere
  82 Nevermind 
  83 Orbital Launcher
  84 Overwatch Defender
  85 Overwatch Slayer
  86 Permanent Handle
  87 Power Siphon
  88 Psychic Focus
  89 Ranged Protector 
  90 Ranged Retaliator 
  91 Reanimator
  92 Snake Eye
  93 Solid Light Gloves
  94 Stealthy Serpent
  95 Still Field
  96 Targeting Oculus
  97 Three-Part Alarm
  98 Vocal Changer
  99 Water Repellant Plates
  00 X-ray Extractor
  For PCs, cyphers are the 
  most important aspect of 
  the numenera.
  There are two kinds of 
  cyphers: Anoetic and 
  Occultic.
  ANOETIC CYPHERS are 
  simple to use: a pill to 
  swallow, a small handheld 
  device with a switch to
  flip, or a bomb to throw.
  OCCULTIC CYPHERS are 
  more complex and more 
  dangerous, but they often 
  have better and more 
  interesting effects.
  
  4
  Camouflage Screen
  Level: 1d6 + 4
  Usable: Handheld device 
  Effect: This device projects an opaque, two-
  dimensional screen of light that is 12 feet (3.6 m) high 
  and 20 feet (6 m) across. It lasts up to 28 hours. The 
  screen bears an animate image appropriate to the 
  surrounding area (trees and brush in a forest, sandy 
  dunes in a desert, etc.). Thus, anything behind the 
  screen is easily hidden from visual observation unless 
  the viewer is within immediate distance (and even then 
  it may be obscured, depending on the circumstances).
  Clamp Trap
  Level: 1d6 + 1
  Usable: Metal, mouth-like clamp
  Effect: When activated, this device becomes a 
  pressure-plate trap that clamps around anything that 
  triggers it. The device is similar to a bear trap, except 
  that when it is fully activated, it becomes invisible. It 
  inflicts damage equal to the cypher level, and then 1 
  additional point per minute until it is removed.
  Deactivator
  Level: 1d6 + 4
  Wearable: Ring or bracelet
  Usable: Handheld device
  Effect: The user can deactivate one device within 
  short range.
  Detonation (Coma)
  Level: 1d6 + 4
  Usable: Explosive device or ceramic sphere (thrown, 
  short range) or handheld projector (long range) 
  Effect: Explodes in a patterned flash of pale, yellow gas 
  in an immediate radius. Living creatures in the area fall 
  unconscious for a number of rounds equal to the cypher 
  level, until violently slapped awake or damaged.
  Detonation (Suggestion)
  Level: 1d6 + 2
  Usable: Explosive device or ceramic sphere (thrown, 
  short range) or handheld projector (long range) 
  Effect: Explodes in a patterned flash of multicolored 
  lights and gas in an immediate radius. For all sentient 
  creatures in the area of effect, the difficulty of Intellect 
  defense rolls to resist reasonably worded suggestions 
  is increased by a number of steps equal to half the 
  cypher level (round down). The effect lasts for a 
  number of rounds equal to the cypher level. 
  Disintegration Gel
  Level: 1d6 + 3
  Usable: Synth tube containing gel
  Effect: When applied to a specific substance, this tube 
  produces a fist-sized amount of gel that vaporizes the 
  material at a rate of about 1 inch (2.5 cm) of material 
  per round. The gel works for two rounds per cypher 
  level. It has no effect on other materials. Roll for the 
  material affected:
  •	 01–35 Metal
  •	 36–39 A specific metal (GM’s choice)
  •	 40–71 Stone
  •	 72–81 Metal or stone
  •	 82–98 Synth
  •	 99–00 Organic matter (inflicts cypher level in 
  damage to a living creature)
  Cypher levels often help 
  determine the potency 
  of the device in regard to 
  damage or other factors. 
  Even when that is not the 
  case, every cypher has 
  a level to determine its 
  relative power (compared 
  to other cyphers) or the 
  difficulty it might present 
  to someone attempting 
  to tinker with it.
  CYPHERS
  
  5
  CYPHER COLLECTION I
  Distance Activator 
  Level: 1d6 + 1
  Usable: Handheld device with a small, detachable 
  nodule
  Effect: When the nodule of this device is detached 
  and connected to any other cypher, the user of the 
  distance activator can activate that cypher from a 
  range of up to 1 mile (1.6 km).
  Duplicator (Occultic)
  Level: 1d6 + 1
  Form: A synth cylinder with fine, glowing lines etched 
  across it
  Effect: After one end is touched against a creature, a 
  mass of gelatin sprays out the other end. Within three 
  rounds, it creates what appears to be an exact, living 
  copy of the touched creature, including clothing and 
  equipment. But it’s a spongy façade. The copy is a level 1 
  creature with minimal intelligence that lasts for up to 28 
  hours, when it melts and evaporates away. Before that 
  time, the copy follows simple commands, but complex 
  thought and emotions are beyond its capabilities.
  Ejection Nodule
  Level: 1d6 + 1
  Usable: Crystal nodule affixed to a melee weapon
  Effect: For the next hour, each time the weapon the 
  nodule is attached to strikes a solid creature or object 
  hard enough to inflict damage (but no more than 
  once per round), the target of the strike teleports to a 
  random location within a radius of 100 × the cypher 
  level in feet.
  Extra Time
  Level: 1d6 + 3
  Wearable: Belt or ring
  Usable: Handheld device
  Effect: The user gains up to three extra rounds. After 
  using his action to activate this device, time slows 
  down, and he can take up to three additional actions 
  while the rest of the world seemingly stands still. He can 
  make attacks, move, make a recovery roll, or take any 
  other action allowed him. Actions are resolved normally. 
  However, this process takes a toll. For every extra action 
  he takes, the user suffers 3 points of damage.
  Eye in the Sky
  Level: 1d6
  Usable: Handheld device
  Effect: When activated, part of this device shoots 
  800 feet (240 m) into the air, projecting everything it 
  sees onto a screen on the other portion of the device. 
  The eye in the sky floats for an hour, all the while 
  projecting what it sees.
  Faraway Ear
  Level: 1d6
  Wearable: Earring or helmet
  Usable: Handheld device
  Effect: When this device is activated, the user can 
  pinpoint any spot she can see, up to 1000 feet (300 
  m) distant, and hear whatever could normally be 
  heard (as soft as a whisper) at that location for 
  ten minutes.
  Freeze Inducer
  Level: 1d6 + 3
  Usable: Complex device, handheld device
  Effect: This item is cold to the touch, and may 
  freeze to solid surfaces when not in use. The item 
  is activated by being pressed against an object or 
  creature weighing no more than 200 pounds (90 kg). 
  Any liquid contained in the object freezes; a living 
  creature is frozen for a number of points of damage 
  equal to the cypher level.
  Heat Sensor
  Level: 1d6
  Internal: Pill or injector
  Wearable: Goggles, spectacles, contact lenses
  Usable: Handheld device with a screen
  Effect: For one hour, the user can perceive objects 
  and creatures based on the heat they emit. This may 
  allow him to see otherwise invisible or hidden targets, 
  or even certain objects inside other objects if their 
  temperatures are vastly different.
  Helping Hand
  Level: 1d6 + 1
  Form: A metallic, seven-fingered hand
  Effect: When activated, the hand hovers near the user 
  for 28 hours. During that time, it acts as the user’s 
  third hand—holding objects, opening doors, turning 
  dials, and so on. The helping hand can also make 
  attacks as the user might, with weapons provided to 
  it, but all such attacks are modified by two steps to 
  the user’s detriment.
  Hover Disk
  Level: 1d6 + 1
  Usable: A metal disk about 2 feet (0.6 m) across
  Effect: The user can stand upon the disk, and for ten 
  minutes it moves as desired, up to a long distance 
  each round. In a combat situation, the user can take 
  an action (other than moving) and still move a long 
  distance. Because the disk is attuned to the wearer’s 
  thoughts, falling off is only possible if the user loses 
  consciousness or is struck by a tremendous force 
  (usually one that inflicts more than 8 points of 
  damage in one blow).
  For more information 
  on safely using, 
  identifying, and carrying 
  cyphers, please see the 
  Numenera corebook, 
  page 279.
  
  6
  Image Caster
  Level: 1d6 
  Usable: Complex device, handheld device
  Effect: Projects an ephemeral image within long range 
  that looks real. The image looks like the user, speaks 
  like the user, and moves as the user desires within 
  long range for up to one hour. Physical interaction 
  with the image shows it to be without substance.
  Instant Wings
  Level: 1d6
  Wearable: Backpack
  Effect: When activated, silken wings pop out of this 
  backpack, allowing the wearer to glide (if falling or 
  leaping from a height) great distances, moving a 
  long distance each round, and landing safely on the 
  ground. The wings last until the wearer lands or for 
  one hour, whichever comes first.
  Magnetic Ink
  Level: 1d6
  Usable: Small container of ink
  Effect: When used to tattoo flesh, this ink embeds 
  powerful magnets in the tattooed subject’s flesh. The 
  magnet is powerful enough to hold up to 5 pounds 
  (2.3 kg) of metal. The ink can only be applied once, 
  and there’s only enough for a tattoo about 3 inches 
  (7.5 cm) across, but once applied it is permanent. 
  Magnetic Winch
  Level: 1d6 + 3
  Usable: Small metal box
  Effect: When activated, this metal box breaks into 
  two halves joined by a very strong but thin metal 
  cable, which is retractable and can be extended up to 
  120 feet (36 m). When a second switch is pressed, 
  the boxes each become very strong magnets. When 
  a third switch is pressed, the cable is retracted by a 
  very powerful motor—powerful enough to pull 5000 
  pounds (2250 kg) of dead weight until the two boxes 
  are joined again.
  Mass Nodule
  Level: 1d6 + 1
  Usable: Crystal nodule affixed to an object or creature
  Effect: If attached to an object or unresisting 
  creature, the nodule adheres for one hour. The 
  object or creature’s weight increases by a factor of 
  ten, rendering most creatures unable to move, and 
  most objects unmovable by creatures whose level (or 
  characters whose tier) are less than the cypher level.
  Mental Coupling
  Level: 1d6 + 3
  Wearable: Headband or glove
  Usable: 2-foot-long (0.6 m) synth cable
  Effect: Allows one thinking creature to speak 
  telepathically with another, touched creature. 
  Although the connection lasts for only one minute, 
  vast amounts of data can be exchanged if both 
  creatures are willing.
  Sometimes message 
  capsules and message 
  detonations go astray 
  in space and deliver 
  their contents to the 
  wrong recipient, or 
  go astray in time and 
  deliver their message 
  to one of the recipient’s 
  heirs or ancestors.
  
  7
  CYPHER COLLECTION I
  Message Capsule
  Level: 1d6
  Usable: A synth cylinder a foot (0.3 m) in length
  Effect: Upon activation, a message of up to a minute 
  in length can be recited to the cylinder. When the 
  message is complete, and the user provides a 
  detailed description, signifying title, and/or name of 
  the intended recipient, the cylinder fades from view. 
  Within the next 100 hours, the cylinder appears to 
  whomever the message was addressed, broadcasts 
  the message, then crumbles into dust. 
  Message Detonation
  Level: 1d6
  Usable: A synth cylinder a foot (0.3 m) in length
  Effect: It takes an action to encode the capsule with a 
  detailed description, signifying title, and/or name of 
  the intended recipient. Once addressed, the cylinder 
  fades from view. Within the next 100 hours, the 
  cylinder appears to whomever it was addressed and 
  explodes as a detonation in an immediate radius, 
  inflicting damage equal to the cypher level. Roll for 
  the type of damage:
  •	 01–10 Cell-disrupting (harms only flesh) 
  •	 11–30 Corrosive
  •	 31–40 Electrical discharge
  •	 41–50 Heat drain (cold)
  •	 51–75 Fire 
  •	 76–00 Shrapnel 
  Mind Control Implant
  Level: 1d6 + 4
  Internal: Pill
  Wearable: Disk that adheres to forehead, temporary 
  tattoo
  Usable: Injector
  Effect: This cypher consists of two devices—an 
  injection or pill, and a control disk or temporary 
  tattoo. They are usually found together. For ten 
  minutes, the disk or tattoo enables long-range mental 
  communication with—and control of—anyone who 
  took the injection or pill. The controller can bid the 
  target creature to do anything it could do normally. 
  Mind Sled (Occultic)
  Level: 1d6 + 2
  Internal: Pill, ingestible liquid
  Usable: Injector
  Effect: The user falls 
  unconscious, and a round 
  later, a luminous crystal 
  bloodlessly emerges 
  from her head (the 
  crystal is not considered 
  a cypher). When the 
  crystal is touched by 
  another creature, the 
  consciousness of the 
  user wakes in the body 
  of that creature (and 
  the new creature’s 
  consciousness is 
  temporarily submerged). 
  For all intents and 
  purposes, the user is 
  the new creature in all 
  ways except personality. The user transfers back into 
  her own body 28 hours later. (If the user’s body died 
  in the meantime, there’s a chance her consciousness 
  will remain in the host body, but most often, the user’s 
  personality merely burns out.)
  Mood Patch
  Level: 1d6 + 2
  Wearable: Adhesive patch that activates when slapped
  Effect: The patch transfers a substance that makes 
  the wearer feel an emotion, enter a particular state of 
  mind, or forget something unpleasant. Roll percentile:
  •	 01–25 Moods ranging from tranquil to ecstatic 
  for one hour
  •	 26–50 Moods ranging from melancholy to 
  suicidal for one hour
  •	 51–75 Completely truthful (01–03 on d6) or 
  pathological liar (04–06 on d6) for one hour
  •	 76–00 Erases one memory chosen by wearer, 
  permanent
  Mind Control Implants 
  are rumored to be one 
  of the secrets behind 
  the success of Ossam’s 
  Traveling Menagerie and 
  Soaring Circus (Numenera 
  corebook, page 165). 
  However, that could just 
  be misinformation spread 
  by the Great Theon and 
  company in an attempt 
  to hide something even 
  more insidious. 
  
  8
  Motion Activator
  Level: 1d6 + 1
  Usable: Small synth nodule
  Effect: When attached to another cypher or an artifact, 
  the motion activator activates the device if anything 
  larger than a small dog moves within immediate 
  range. Once activated, it cannot be deactivated.
  Muscle Cart
  Level: 1d6 + 3
  Usable: Small metal box with wheels
  Effect: When activated, this small cart vastly increases 
  its mass and then begins to move forward. It can pull 
  up to 10,000 pounds (4500 kg) for one hour, moving 
  about 10 feet (3 m) per round regardless of terrain 
  (within reason), but only in its original direction.
  Nectar Dispenser
  Level: 1d6
  Usable: Small canister
  Effect: This device produces a delicious, thick liquid 
  that provides nutrition and sustains up to three 
  people for one day (or one person for three days) if 
  there is a container to hold the nectar.
  Needle Sphere
  Level: 1d6 + 1
  Usable: Metal and synth sphere
  Effect: Upon activation, the sphere floats in the air 
  next to the user for one round per cypher level. Each 
  round, it fires a large needle (dart) that inflicts 3 
  points of damage at a target designated by the user 
  within long range. (This occurs on the user’s action, 
  but in addition to her normal actions.) The player 
  makes the attack rolls, and although she cannot use 
  Effort or skill to modify her rolls, the difficulty of the 
  attack is decreased by two steps.
  Nevermind 
  Level: 1d6 + 2
  Internal: Pill, ingestible or injectable liquid
  Wearable: Earring, ring, circlet
  Effect: The wearer’s mind can’t be telepathically 
  sensed or contacted for 28 hours. If the wearer 
  has telepathic abilities or psychic attacks, they’re 
  inaccessible. On the other hand, during this period 
  defense rolls against all kinds of psychic and 
  mental attacks are modified by two steps to the 
  wearer’s benefit.
  “I have taken an entire 
  book’s worth of notes 
  regarding these liquid 
  ingestibles, and have 
  yet to discover a way to 
  make them palatable 
  to anyone other than 
  myself. *Note: Try the 
  blue one for dinner.” 
  ~Sir Arthour
  
  9
  CYPHER COLLECTION I
  Orbital Launcher
  Level: 1d6 + 4
  Wearable: Glove of synth
  Usable: Small handheld device
  Effect: One unanchored item weighing 50 
  pounds (23 kg) or less within immediate range is 
  launched upward at a chosen angle with a steady, 
  sustained velocity that sends the object into 
  the void over the course of several hours. If the 
  cypher is used underground or directed to launch 
  the item toward some sort of barrier, the cypher 
  doesn’t activate.
  Overwatch Defender
  Level: 1d6 + 4
  Usable: Sphere on a tripod
  Effect: Once activated, this device functions for 28 
  hours. If a creature with hostile intent comes within 
  long range of this device, it immediately puts a 
  force field around itself (and anything nearby) that 
  encapsulates an immediate radius. This force field 
  has 100 health; anyone wishing to get in or out 
  of the field must batter their way through. It lasts 
  until destroyed or for one hour, whichever comes 
  first. Once the force field is down, the device is no 
  longer active.
  Overwatch Slayer
  Level: 1d6 + 3
  Usable: Sphere on a tripod
  Effect: Once activated, this device functions for 
  28 hours. If a creature with hostile intent comes 
  within long range of this device, it immediately 
  fires a blast of energy that inflicts damage equal 
  to the cypher level. It continues to fire, once per 
  round, for a number of rounds equivalent to the 
  cypher level. Once it is done firing, the device is no 
  longer active.
  Permanent Handle
  Level: 1d6
  Usable: Handle-shaped metal and synth piece
  Effect: When activated, this device permanently bonds 
  (on a molecular level) to whatever it touches, giving 
  that object a handle. It inflicts cypher level in damage 
  to any living creature it bonds to.
  Power Siphon
  Level: 1d6 + 1
  Usable: Handheld device
  Effect: Transfers power from one device to another. 
  This device can drain power from one cypher to 
  power another used (but still intact) cypher, or from 
  one artifact to recharge another, depleted artifact.
  Psychic Focus
  Level: 1d6
  Internal: Pill or injection
  Wearable: Headband or crystal placed on temple or 
  forehead
  Usable: Handheld device
  Effect: Increases the intensity of the user’s next 
  mental ability, such as a mental Onslaught esotery or 
  the use of psychokinesis. Damaging attacks inflict +2 
  damage, and other abilities have double the normal 
  range or duration (user’s choice). 
  Ranged Protector 
  Level: 1d6 
  Wearable: Two rings, circlets, bracelets, or belts
  Effect: This cypher comes as a pair of items, but one 
  is the master of the other. When the master item 
  is activated, the creature wearing the other item is 
  surrounded by a force shield that provides a bonus 
  to Armor equal to the cypher level for ten minutes. 
  While one character could wear both items, many 
  use ranged protectors to put a shield around a pet, a 
  child, or a defenseless charge who cannot normally 
  activate a cypher. The master item can be activated 
  from any range to surround its counterpart with the 
  protective shield.
  Ranged Retaliator 
  Level: 1d6 + 2
  Wearable: Two rings, circlets, bracelets, or belts
  Effect: This cypher comes as a pair of items, but one 
  is the master of the other. When the master item is 
  activated, the other item pulses with electricity that 
  inflicts damage equal to the cypher level. The master 
  item can be activated from any range to damage the 
  wearer of the other.
  Reanimator
  Level: 1d6 + 4
  Internal: Injectable liquid
  Wearable: Disk with a strap to be fastened to the head
  Usable: Metal bolt injected into the head
  Effect: If a mammal or reptile creature has not been 
  dead for more than 28 hours, this device restores a 
  basic semblance of life by reactivating their nervous 
  system. The creature does not have the knowledge, 
  skills, personality, or memories of its former self—it’s 
  just a mindless shell that can perform basic motor 
  functions: walk, run, or otherwise move; pick up and 
  hold objects; make crude attacks. It obeys the verbal 
  commands of the user. The creature operates for one 
  hour before collapsing. Although the GM makes the 
  final call, small creatures are typically level 1, and 
  others are level 2.
  Remember that in the 
  Ninth World, cyphers 
  are rarely used for their 
  original, intended function, 
  which is now unknowable. 
  Something a character 
  uses as a bomb might 
  have been a power source 
  for another device that 
  has been rejiggered with 
  some crossed wires. A vial 
  of liquid might have been 
  a nutrient solution for a 
  biological experiment.
  
  10
  Snake Eye
  Level: 1d6
  Usable: A synth cable 50 feet (15 m) long
  Effect: The eye-like sensor on one end of this cable 
  allows anyone holding the other end to see what it 
  sees. Lasts for one hour.
  Solid Light Gloves
  Level: 1d6
  Wearable: Ring or bracelet
  Effect: User’s hands are sheathed in gloves made of 
  solid light for one hour. The user can touch or handle 
  dangerous substances as though he had 12 Armor. 
  This protection does not apply to combat situations.
  Stealthy Serpent
  Level: 1d6 + 2
  Usable: Metal disk that is actually a tightly coiled 
  strand
  Effect: When activated, this cypher uncoils in the 
  form of a small, metal serpent, about 2 feet (0.6 m) 
  long. It remains animate for one round per cypher 
  level. It can be given a single command that must be 
  something it can accomplish within its allotted time. 
  Once the command is carried out, it deactivates, 
  even if it does so before its time is up. It is a level 2 
  creature, but it moves with stealth as level 5. It can 
  bite once for 2 points of damage and inject a poison 
  that inflicts 4 points of Speed damage (ignoring 
  Armor) if the victim fails a Might defense roll.
  Still Field
  Level: 1d6 + 2
  Wearable: Vest, belt, bracelet, or jumpsuit
  Usable: Handheld device
  Effect: For 28 hours, the user does not register on any 
  device that senses or tracks movement or uses sonar 
  or similar means. A creature that relies on sonar or 
  similar methods of sensing cannot perceive the user.
  Targeting Oculus
  Level: 1d6 + 1
  Wearable: Mask with single glass lens
  Effect: When applied to a creature’s head, the mask 
  completely envelops the head for one hour. The 
  creature can breathe and sense normally; however, 
  all ranged attacks the creature makes are modified by 
  one step to the creature’s benefit.
  Three-Part Alarm
  Level: 1d6
  Usable: Handheld device
  Effect: When activated, three sensor pieces detach 
  from the main device. Each of these can be placed 
  anywhere, as long as they are within a half mile 
  (0.8 km) of the main device. For 28 hours, if anything 
  larger than a small dog moves within an immediate 
  distance of one of the sensors, the main device 
  indicates this fact and tells the user which sensor 
  was activated.
  Vocal Changer
  Level: 1d6
  Internal: Pill or injection 
  Wearable: Choker collar
  Effect: Changes the pitch, timbre, pronunciation, and 
  other audio characteristics of one creature to match 
  another, or as desired. The change lasts for 28 hours.
  Water Repellant Plates
  Level: 1d6 + 1
  Wearable: Boots or shoes
  Usable: Metal plate
  Effect: When activated, this device repels water so 
  strongly for one hour that it can force up to 200 
  pounds (90 kg) of pressure away from the user. In 
  other words, if the plates were in a pair of shoes, a 
  character could appear to walk on water. It could also 
  be used to allow an object to float across the surface 
  of the water.
  X-ray Extractor (Occultic)
  Level: 1d6 + 4
  Usable: Glass panel with selection of dials
  Effect: When held up against a solid surface, this 
  panel allows the user to see through up to 2 feet 
  (0.6 m) of material. The selection of dials allows the 
  user to discriminate between various objects within 
  the material, permitting the visualization of buried 
  objects, supports in walls, or organs. A successful 
  difficulty 4 Intellect roll vaporizes a visualized 
  discrete object, or a portion of it. An unsuccessful roll 
  disintegrates a random chunk of material, gouging 
  a hole in the solid surface. The device operates for 
  one minute, and it only works if the cypher’s level is 
  higher than the material’s level.
  Any time PCs come upon 
  an old device, defeat an 
  artificially enhanced or 
  designed creature, or 
  simply sift through the 
  ruins of the past, they 
  might scavenge a handful 
  of new cyphers.
  
SOURCE: textdata/thevault/Cypher System/Setting - Numenera/Glimmers/Cypher Collection I.pdf