From 286e888b0f9bd72dab763003721390929ffbc3e3 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Wed, 4 Jun 2025 07:12:15 -0500 Subject: [PATCH] move apocalyptic genre abilities into the general section as per the pattern of putting everything in there Signed-off-by: Brian S. Stephan --- .../base/042-move-apocalyptic-abilities.patch | 437 ++++++++++++++++++ 1 file changed, 437 insertions(+) create mode 100644 patches/base/042-move-apocalyptic-abilities.patch diff --git a/patches/base/042-move-apocalyptic-abilities.patch b/patches/base/042-move-apocalyptic-abilities.patch new file mode 100644 index 0000000..f3e4fe4 --- /dev/null +++ b/patches/base/042-move-apocalyptic-abilities.patch @@ -0,0 +1,437 @@ +--- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500 ++++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500 +@@ -10196,6 +10196,8 @@ + immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in + short range. Enabler. + ++Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler. ++ + Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated + as if you are trained in it. Action. + +@@ -10256,6 +10258,10 @@ + can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round. + Whether you succeed or fail, the next action the target takes is hindered. Action. + ++Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your ++environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your ++knowledge about the situation. Enabler. ++ + Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied + for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed + control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best +@@ -10701,6 +10707,8 @@ + increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn + lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler. + ++Careful Tracker: You are trained in stealth and tracking tasks. Enabler. ++ + Cast Illusion: You can increase the range at which you create and maintain your + immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler. + +@@ -11717,6 +11725,11 @@ + Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a + suitable hiding place is nearby. Enabler. + ++Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create ++a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires ++that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should ++work out the details. Action. ++ + Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses + track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the + shadows or from behind cover (or by making an attack). Action. +@@ -11946,6 +11959,10 @@ + + Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler. + ++Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or ++equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to ++complete. Enabler. ++ + Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the + same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it, + creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt +@@ -12108,6 +12125,13 @@ + of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of + damage from the cold. Action for touch; enabler for weapon. + ++Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a ++fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you ++perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll, ++you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't ++use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to ++complete. ++ + Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere + of knowledge to become trained in. Enabler. + +@@ -12375,6 +12399,8 @@ + Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are + developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler. + ++Hardened by the End: You're trained in Might defense tasks. ++ + Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler. + + Hardiness: You are trained in Might defense tasks. Enabler. +@@ -12858,6 +12884,11 @@ + associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these + cases, you are specialized in knowing creature weaknesses. Enabler. + ++Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You ++are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places ++to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given ++building. Enabler. ++ + Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of + one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result + you would otherwise obtain. Enabler. +@@ -13769,6 +13800,10 @@ + from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your + choice. Enabler. + ++Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed ++reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a ++type of light armor available in the area, such as a leather jacket. Enabler. ++ + Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using + any kind of weapon. Enabler. + +@@ -13811,6 +13846,22 @@ + you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn + anything else about it later with this ability. Action. + ++Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year ++or more, or up to six people through about three months. In addition, you have knowledge of three different secret ++supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located ++no closer than about 5 miles (8 km) from each other. ++ ++• Food cache (enough food for six people for twelve weeks) ++ ++• Water cache (enough clean water for six people for twelve weeks) ++ ++• Ammunition cache (400 shells or bullets for four different weapons) ++ ++• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or ++shells) ++ ++Enabler. ++ + Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are + trained in initiative actions. Enabler. + +@@ -13981,6 +14032,11 @@ + + ### Abilities --- R + ++Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say ++and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their ++ ++presence. Enabler. ++ + Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long + range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the + next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold +@@ -14147,6 +14203,14 @@ + and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you + have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action. + ++Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from ++nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you ++are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you ++succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is ++hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher ++expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action ++to initiate. ++ + Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler. + + Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the +@@ -14760,6 +14824,11 @@ + Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're + trained in Intellect defense tasks. Enabler. + ++Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working ++order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline ++treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could ++be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler ++ + Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from + moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short + range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action. +@@ -14905,6 +14974,10 @@ + Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset + on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler. + ++Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water ++in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged ++from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler. ++ + Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of + Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not + affected by currents in the water. Action to initiate. +@@ -15145,6 +15218,9 @@ + + one-thousandth of your normal height may be a means of doing so. + ++Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural ++poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler. ++ + Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum + one round). Enabler. + +@@ -15174,6 +15250,9 @@ + + Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler. + ++Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as ++hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler. ++ + Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray + ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called + a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the +@@ -15331,6 +15410,13 @@ + (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery + roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler. + ++Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the ++before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous ++reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question ++about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the ++location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it ++from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate. ++ + Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with + whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a + willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target, +@@ -15410,6 +15496,14 @@ + + Warding Shield: You have +1 to Armor while you are using a shield. Enabler. + ++Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks ++and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins ++of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1 ++additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this ++asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your ++presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the ++remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate. ++ + Water Adaptation: You can breathe water as easily as you breathe air. Enabler. + + Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or +@@ -15424,6 +15518,9 @@ + + Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler. + ++Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must ++spend at least ten minutes practicing with it first. Enabler. ++ + Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler. + + Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it. +@@ -39380,9 +39477,7 @@ + + Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability. + +-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your +-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your +-knowledge about the situation. Enabler. ++Assisted Sight + + Machine Telepathy + +@@ -39437,28 +39532,11 @@ + + Tier 1:P + +-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed +-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a +-type of light armor available in the area, such as a leather jacket. Enabler. +- +-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year +-or more, or up to six people through about three months. In addition, you have knowledge of three different secret +-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located +-no closer than about 5 miles (8 km) from each other. +- +-• Food cache (enough food for six people for twelve weeks) +- +-• Water cache (enough clean water for six people for twelve weeks) +- +-• Ammunition cache (400 shells or bullets for four different weapons) +- +-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or +-shells) ++Practiced in Light Armor + +-Enabler. ++Prepared Caches + +-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as +-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler. ++Trained for Toughing It + + Tier 2: + +@@ -39470,23 +39548,13 @@ + + Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability. + +-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a +-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you +-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll, +-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't +-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to +-complete. ++Fruitfully Pass the Time + +-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working +-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline +-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could +-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler ++Stashed Vehicle + + Tier 4: + +-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of +-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you +-would otherwise obtain. Enabler. ++Know Where to Look + + Tier 5: + +@@ -39498,10 +39566,7 @@ + + Discipline of Watchfulness + +-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create +-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires +-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should +-work out the details. Action. ++Escape the Ruins + + Raids + +@@ -39540,7 +39605,7 @@ + + Tier 2: + +-Careful Tracker: You are trained in stealth and tracking tasks. Enabler. ++Careful Tracker + + Fearsome Reputation + +@@ -39548,10 +39613,7 @@ + + Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability. + +-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say +-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their +- +-presence. Enabler. ++Raider Follower + + Grand Deception + +@@ -39603,33 +39665,21 @@ + + Tier 1: + +-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can +-potentially be turned into useful things) in the ruins of what came before. Enabler. ++Ruin Lore + + Knowledge Skills + + Tier 2: + +-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or +-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to +-complete. Enabler. ++Fixer + +-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You +-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places +-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given +-building. Enabler. ++Know the Way + + Tier 3: + + Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms + +-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from +-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you +-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you +-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is +-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher +-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action +-to initiate. ++Resource Seeker + + Tier 4: + +@@ -39647,12 +39697,7 @@ + + Skill With Defense + +-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the +-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous +-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question +-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the +-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it +-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate. ++Use the Network + + Walks the Wasteland + +@@ -39693,21 +39738,17 @@ + + Tier 1: + +-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water +-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged +-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler. ++Surviving the Wasteland + +-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural +-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler. ++Tolerance + +-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must +-spend at least ten minutes practicing with it first. Enabler. ++Weapon at Hand + + Tier 2: + + Devoted Defender + +-Hardened by the End: You're trained in Might defense tasks. ++Hardened by the End + + Tier 3: + +@@ -39718,7 +39759,7 @@ + + Rapid Attack + +-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler. ++Apocalyptic Stare + + Tier 4: + +@@ -39736,13 +39777,7 @@ + + Using What's Available + +-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks +-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins +-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1 +-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this +-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your +-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the +-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate. ++Wasteland Camouflage + + ### Historical +