Cyphers

Chemical Factory
Level: 1d6
Internal: Pill, ingestible liquid
Usable: Injector
Effect: After one hour, the sweat of the user produces 1d6 doses of a valuable liquid (these doses are not considered cyphers). They must be used within one week. Depressant for 1d6 hours

Living Solvent
Level: 1d10
Usable: Canister containing slime
Effect: Once released, this organic slime dissolves 1 cubic foot of material each round. After one round per cypher level, the slime dies and becomes inert.

Phase Changer (USED)
Level: 1d6 + 1
Wearable: Belt, medallion, ring
Usable: Handheld device
Effect: Puts the user out of phase for one minute. During this time, the user can pass through solid objects as though she were entirely insubstantial, like a ghost. She cannot make physical attacks or be physically attacked.

Reality Spike
Level: 1d6 + 4
Usable: Metallic spike
Effect: Once activated, the spike does not move—ever—even if activated in midair. A Might action will dislodge the spike, but then it is ruined.

Repair Unit
Level: 1d10
Wearable: Shoulder- or arm-mounted launcher, belt-mounted device
Usable: Handheld device
Effect: Device becomes a multiarmed sphere that floats. It repairs one designated numenera device (of a level equal to or less than its own) that has been damaged but not destroyed. The repair unit can even create spare parts, unless the GM rules that the parts are too specialized or rare (in which case, the unit repairs the device entirely except for the specialized part). Repair time is 1d100 + 20 minutes.

Cyphers

NRS Numenera Nerdomatick