From 3031742da12eb8e3babe400df10a22fd26583899 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Thu, 5 Jun 2025 20:57:07 -0500 Subject: [PATCH] organization changes for part of the modern magic again there are some abilities to move, so taking a pause here to do that Signed-off-by: Brian S. Stephan --- .../045-modern-magic-organization-p1.patch | 1444 +++++++++++++++++ 1 file changed, 1444 insertions(+) create mode 100644 patches/base/045-modern-magic-organization-p1.patch diff --git a/patches/base/045-modern-magic-organization-p1.patch b/patches/base/045-modern-magic-organization-p1.patch new file mode 100644 index 0000000..bdc0074 --- /dev/null +++ b/patches/base/045-modern-magic-organization-p1.patch @@ -0,0 +1,1444 @@ +--- _tmp/ccsrd.md 2025-06-04 07:42:58.008590821 -0500 ++++ _tmp/ccsrd.new.md 2025-06-05 20:56:20.480349052 -0500 +@@ -39896,7 +39896,7 @@ + + ### OPTIONAL MODERN FANTASY RULES + +-### CANTRIPS ++#### CANTRIPS + + Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as + ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a +@@ -40222,7 +40222,7 @@ + way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to + "cram" for this test, including expending Effort, getting help, or using an appropriate asset. + +-### COVENS ++#### COVENS + + Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians + with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a +@@ -40249,13 +40249,13 @@ + > Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed + > to reach a higher tier + +-Joining A Coven ++##### Joining A Coven + + Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals + and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies + in difficulty accordingly. Characters receive their talisman once the ritual is complete. + +-Coven Talismans ++##### Coven Talismans + + A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven. + Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers' +@@ -40267,7 +40267,7 @@ + the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll + with each use, a character's coven talisman automatically depletes if they break from the coven. + +-Advancing Within A Coven ++##### Advancing Within A Coven + + Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to + a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or +@@ -40276,7 +40276,7 @@ + To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass + quietly + +-Breaking From A Coven ++##### Breaking From A Coven + + If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities. + But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker +@@ -40287,7 +40287,7 @@ + take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon + completing the ritual, they regain that rank within the coven and can access spells accordingly. + +-Forming A New Coven ++##### Forming A New Coven + + Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following: + +@@ -40303,7 +40303,7 @@ + + - What does the initiation ritual (which exemplifies the coven's goals and values) consist of? + +-Selecting Coven Abilities ++##### Selecting Coven Abilities + + Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine + the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting +@@ -40323,14 +40323,14 @@ + ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain + to making food, but the bakers could modify an ability like Natural Crafter to suit their needs. + +-Magical Crafting Skills ++#### Magical Crafting Skills + + Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general + "crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing + potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers + all sorts of crafted magic items. + +-### EXCEEDING CYPHER LIMITS ++#### EXCEEDING CYPHER LIMITS + + Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy + game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side +@@ -40643,7 +40643,7 @@ + + + +-### FAMILIARS ++#### FAMILIARS + + In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person + as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities +@@ -40654,7 +40654,7 @@ + + CONTENT WARNING: This section talks about the death of pets. + +-Standard Pet ++##### Standard Pet + + The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially + the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's +@@ -40669,7 +40669,7 @@ + As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the + creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life. + +-Unusual Familiar ++##### Unusual Familiar + + There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a + world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards, +@@ -40686,7 +40686,7 @@ + their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement, + and modifiers. + +-Magical Familiar ++##### Magical Familiar + + This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the + familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet +@@ -40694,14 +40694,14 @@ + far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this + type of familiar, a character should choose the Bound Magic Familiar ability. + +-Soulbound Familiar ++##### Soulbound Familiar + + This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a + bond between the character and familiar that makes them both vulnerable in certain ways. + + For this type of familiar, a character should choose the Soul Familiar ability. + +-Modifying A Familiar ++##### Modifying A Familiar + + The following character abilities can be used to improve your familiar or the connection you have with it. (Although + most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a +@@ -40715,7 +40715,7 @@ + + Tier 6: As If One Creature + +-### REVIVING ARTIFACTS ++#### REVIVING ARTIFACTS + + While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing + this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character +@@ -40730,11 +40730,9 @@ + depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the + artifact's depletion to "automatic." + +-### OPTIONAL MODERN MAGIC FLAVOR +- +-### MODERN MAGIC FLAVORS ++#### MODERN MAGIC FLAVORS + +-Charms and Figments Flavor ++##### Charms and Figments Flavor + + Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard" + disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a +@@ -40798,7 +40796,7 @@ + + Terrifying Image + +-Cozy Magic Flavor ++##### Cozy Magic Flavor + + Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough: + bonding with a group of close friends, having a nice house, and providing support and comfort in times of need. +@@ -40853,7 +40851,7 @@ + + Telepathic Network + +-Divination Flavor ++##### Divination Flavor + + Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into + hidden places, and discover secrets. +@@ -40908,7 +40906,7 @@ + + See Through Time + +-Modern Magic Flavor ++##### Modern Magic Flavor + + Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together. + These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol) +@@ -40973,7 +40971,7 @@ + + Trust to Luck + +-Protection Flavor ++##### Protection Flavor + + Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous + creatures, and intrusive mental powers. +@@ -41024,14 +41022,14 @@ + + Untouchable + +-### MODERN FANTASY EQUIPMENT ++#### MODERN FANTASY EQUIPMENT + + In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually + available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an + expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical + real-world item because items used with magic usually require higher quality or specific materials. + +-Inexpensive Items ++##### Inexpensive Items + + | Item | Notes | + |------------------------|-------------------------------------------------------| +@@ -41054,7 +41052,7 @@ + | Smudging stick | For cleansing an area and warding off negative energy | + | Tea | | + +-Moderately Priced Items ++##### Moderately Priced Items + + | Item | Notes | + |-------------------------|-------------------------------------------------------| +@@ -41085,7 +41083,7 @@ + | Vintage clothing | | + | Wand | | + +-Expensive Items ++##### Expensive Items + + | Item | Notes | + |-------------------------------|--------------------------------------| +@@ -41100,14 +41098,14 @@ + hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit + board for a ritual to talk to a dead person. + +-### MODERN FANTASY CRAFTING MATERIALS ++#### MODERN FANTASY CRAFTING MATERIALS + + An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or + more price categories higher. + + Often, a material with sentimental value to the magician is worth one price category more than its default value. + +-Inexpensive Materials ++##### Inexpensive Materials + + • Base metals (copper, aluminum, iron, and so on) + +@@ -41287,7 +41285,7 @@ + + • Wood from a wine cask + +-Very Expensive Materials ++##### Very Expensive Materials + + • Air from a person's last breath + +@@ -41301,11 +41299,11 @@ + + • Gemstone (diamond, opal, ruby, sapphire) + +-Exorbitant Materials ++##### Exorbitant Materials + + • Wood from an ancient tree + +-### MODERN MAGIC CYPHERS ++#### MODERN MAGIC CYPHERS + + The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the + modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This +@@ -41315,15 +41313,15 @@ + extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for + fantastic effects. + +-Manifest Cypher Forms ++##### Manifest Cypher Forms + + The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases + the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only + difference is the look and feel (campaign flavor) in the story. + +-Example Modern Fantasy Cyphers ++##### Example Modern Fantasy Cyphers + +-Random Cyphers ++###### Random Cyphers + + | D00 | Cypher | + |-------|-------------------------| +@@ -41397,7 +41395,7 @@ + | 99 | Wrecking balls | + | 00 | You're safe now | + +-### APPS AS CYPHERS ++###### APPS AS CYPHERS + + Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell + phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't +@@ -41410,7 +41408,7 @@ + require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app + might be something you download into a modified body part or integrated piece of hardware. + +-Absolute Power ++###### Absolute Power + + Level: 1d6 + 4 + +@@ -41421,7 +41419,7 @@ + phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10 + power requirement. + +-Algomancy ++###### Algomancy + + Level: 1d6 + 3 + +@@ -41433,7 +41431,7 @@ + They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming, + and ease their friends' next action. + +-Ambiance ++###### Ambiance + + Level: 1d6 + 1 + +@@ -41443,7 +41441,7 @@ + minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing, + starting or stopping music through any available medium, starting a fire, and so on. + +-Anywhere Web ++###### Anywhere Web + + Level: 1d6 + 2 + +@@ -41455,7 +41453,7 @@ + immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in + places where there is no internet connectivity and lasts for ten minutes per cypher level. + +-Below the Law ++###### Below the Law + + Level: 1d6 + 2 + +@@ -41466,7 +41464,7 @@ + tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping + bonds, and so on. The effect lasts for ten minutes per cypher level. + +-Best Gift ++###### Best Gift + + Level: 1d6 + +@@ -41476,7 +41474,7 @@ + in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that + the recipient will truly love. + +-Beverage Bestie ++###### Beverage Bestie + + Level: 1d6 + +@@ -41486,7 +41484,7 @@ + their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite + beverage, their location, or when they will wish for it—the magic takes care of it. + +-Borrowed Familiar ++###### Borrowed Familiar + + Level: 1d6 + +@@ -41497,7 +41495,7 @@ + becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The + creature cannot be harmed, but at the end of its time, it fades away. + +-Brain Overclock ++###### Brain Overclock + + Level: 1d6 + 3 + +@@ -41517,7 +41515,7 @@ + | 5 | Restores Intellect Pool to full | + | 6 | Become trained in two noncombat Intellect skills for one hour | + +-Burn Your Bridges ++###### Burn Your Bridges + + Level: 1d6 + +@@ -41528,7 +41526,7 @@ + or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their + actions hindered by two steps. + +-Burner Phone ++###### Burner Phone + + Level: 1d6 + +@@ -41543,7 +41541,7 @@ + mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by + speaking a command word or physically breaking it. + +-Cloak of the Crafter ++###### Cloak of the Crafter + + Level: 1d6 + +@@ -41554,7 +41552,7 @@ + level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level + of the cypher) in the pockets of the cloak. + +-Dancing on Air ++###### Dancing on Air + + Level: 1d6 + 1 + +@@ -41565,7 +41563,7 @@ + substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per + cypher level. + +-Dumpster Fire ++###### Dumpster Fire + + Level: 1d6 + 3 + +@@ -41576,7 +41574,7 @@ + takes against those creatures (including combat) are eased by one step, and any positive actions they take for those + creatures (such as attempting to inspire them) are hindered by one step. + +-Duplicity Window ++###### Duplicity Window + + Level: 1d6 + 1 + +@@ -41588,7 +41586,7 @@ + level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic + eyes. The effect lasts for ten minutes per cypher level. + +-Exceptional Engine ++###### Exceptional Engine + + Level: 1d6 + 2 + +@@ -41598,7 +41596,7 @@ + exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example, + a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on. + +-Extrovert Shield ++###### Extrovert Shield + + Level: 1d6 + 1 + +@@ -41609,7 +41607,7 @@ + a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user + makes an Intellect-based attack roll for this reflected damage. After that, the being disappears. + +-Fade to Black ++###### Fade to Black + + Level: 1d6 + 2 + +@@ -41620,7 +41618,7 @@ + user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical + attacks against them inflict +1 point of damage. + +-Faraday Ward ++###### Faraday Ward + + Level: 1d6 + 3 + +@@ -41630,7 +41628,7 @@ + electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes + per cypher level. + +-Fey Collar ++###### Fey Collar + + Level: 1d6 + 3 + +@@ -41641,7 +41639,7 @@ + Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per + cypher level and then disintegrates. + +-Ghost Tag ++###### Ghost Tag + + Level: 1d6 + +@@ -41651,7 +41649,7 @@ + spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can + touch the tag and hear the entirety of the message. + +-Girl Moss ++###### Girl Moss + + Level: 1d6 + +@@ -41662,7 +41660,7 @@ + sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way + breaks the effect. + +-Got Your Back ++###### Got Your Back + + Level: 1d6 + +@@ -41671,7 +41669,7 @@ + Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous + substance whose level is equal to or less than the cypher level. The effect lasts for one day. + +-Gravity Denied ++###### Gravity Denied + + Level: 1d6 + +@@ -41682,7 +41680,7 @@ + this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their + choice). + +-Great Hair Day ++###### Great Hair Day + + Level: 1d6 + +@@ -41691,7 +41689,7 @@ + Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24 + hours, they have an asset in all confidence-based actions, social and otherwise. + +-Growwell ++###### Growwell + + Level: 1d6 + +@@ -41700,7 +41698,7 @@ + Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or + water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level. + +-Handwave ++###### Handwave + + Level: 1d6 + 4 + +@@ -41708,7 +41706,7 @@ + + Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn. + +-Hashtag ++###### Hashtag + + Level: 1d6 + +@@ -41724,7 +41722,7 @@ + create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye + instead. + +-Here All Along ++###### Here All Along + + Level: 1d6 + 4 + +@@ -41734,7 +41732,7 @@ + includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information + stays on the internet forever. + +-Instant Automobile ++###### Instant Automobile + + Level: 1d6 + 2 + +@@ -41751,7 +41749,7 @@ + > be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not + > particularly "sexy" motorbike. + +-Instant Delivery ++###### Instant Delivery + + Level: 1d6 + 3 + +@@ -41763,7 +41761,7 @@ + their location. Within a round of having left the user, the package will arrive within a short distance of the + recipient. + +-Instant Motorcycle ++###### Instant Motorcycle + + Level: 1d6 + 2 + +@@ -41774,7 +41772,7 @@ + asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance + each round under its own power. The motorcycle lasts for a day, after which it vanishes. + +-Lie To Me ++###### Lie To Me + + Level: 1d6 + 4 + +@@ -41783,7 +41781,7 @@ + Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level + of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks. + +-Light 'Em Up ++###### Light 'Em Up + + Level: 1d6 + 4 + +@@ -41793,7 +41791,7 @@ + beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts + and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes. + +-Lucky Charm ++###### Lucky Charm + + Level: 1d6 + +@@ -41804,7 +41802,7 @@ + appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively, + using this cypher grants the player a player intrusion without having to spend 1 XP. + +-Magic Aura Tracker ++###### Magic Aura Tracker + + Level: 1d6 + +@@ -41815,7 +41813,7 @@ + to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard + readings. This lasts for five hours per cypher level. + +-Mental Load Alleviator ++###### Mental Load Alleviator + + Level: 1d6 + 4 + +@@ -41825,7 +41823,7 @@ + the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their + Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher). + +-Merciful Memory ++###### Merciful Memory + + Level: 1d6 + +@@ -41836,7 +41834,7 @@ + altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks + involving the memory (such as talking to the person the memory's about) are eased. + +-Next You ++###### Next You + + Level: 1d6 + 2 + +@@ -41846,7 +41844,7 @@ + include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've + made to the avatar are made to their own body. The effect lasts for one hour per cypher level. + +-No Take Backs ++###### No Take Backs + + Level: 1d6 + +@@ -41857,7 +41855,7 @@ + from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs + all of it and then pops. + +-Pickpocket ++###### Pickpocket + + Level: 1d6 + 1 + +@@ -41868,7 +41866,7 @@ + the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal + to or less than the level of the pickpocket cypher). + +-Pocket Protector ++###### Pocket Protector + + Level: 1d6 + 2 + +@@ -41878,7 +41876,7 @@ + to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to + activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust. + +-Portal Stone ++###### Portal Stone + + Level: 1d6 + +@@ -41888,7 +41886,7 @@ + undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved + by holding the portal stone and whispering the name of the object. + +-Power Device ++###### Power Device + + Level: 1d6 + 2 + +@@ -41898,7 +41896,7 @@ + powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a + flashlight, the battery is fully charged. + +-Power House ++###### Power House + + Level: 1d6 + +@@ -41908,7 +41906,7 @@ + the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and + all nonliving things inside it disintegrate. + +-Presto Change-O ++###### Presto Change-O + + Level: 1d6 + 2 + +@@ -41920,7 +41918,7 @@ + traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not + into a plane or a race car). + +-Puzzle Box ++###### Puzzle Box + + Level: 1d6 + 2 + +@@ -41931,7 +41929,7 @@ + any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside + permanently, unless they are released by magic or until the user chooses to let them out. + +-Quick Pic ++###### Quick Pic + + Level: 1d6 + 2 + +@@ -41941,7 +41939,7 @@ + the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it. + At the end of 24 hours, all versions of the image, including the one in their head, disappear. + +-Quick Pickup ++###### Quick Pickup + + Level: 1d6 + +@@ -41951,7 +41949,7 @@ + This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the + GM determines. + +-Real Fake ++###### Real Fake + + Level: 1d6 + +@@ -41961,7 +41959,7 @@ + instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or + verifying features. The duplicate lasts for a number of days equal to the cypher level. + +-Repair Module ++###### Repair Module + + Level: 1d6 + 2 + +@@ -41972,7 +41970,7 @@ + any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so + for the length of the repair. The repair takes one minute per level of the machine. + +-Safe Space ++###### Safe Space + + Level: 1d6 + 3 + +@@ -41986,7 +41984,7 @@ + of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as + though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level. + +-Screen Control ++###### Screen Control + + Level: 1d6 + 2 + +@@ -41996,7 +41994,7 @@ + whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes + and colors. + +-Social Battery ++###### Social Battery + + Level: 1d6 + +@@ -42005,7 +42003,7 @@ + Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions, + including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level. + +-Soul Saver ++###### Soul Saver + + Level: 1d6 + 1 + +@@ -42017,7 +42015,7 @@ + Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in + their maximum health or Might Pool. + +-Stay Down ++###### Stay Down + + Level: 1d6 + +@@ -42027,7 +42025,7 @@ + single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of + rounds equal to the cypher level. + +-Take Me There ++###### Take Me There + + Level: 1d6 + +@@ -42038,7 +42036,7 @@ + is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The + thread lasts for one day per cypher level or until they reach their destination, whichever is sooner. + +-Talk to Me ++###### Talk to Me + + Level: 1d6 + 2 + +@@ -42049,7 +42047,7 @@ + equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as + something they saw or heard in the area, something they felt, or who made them. + +-Teleportation Block ++###### Teleportation Block + + Level: 1d6 + 4 + +@@ -42061,7 +42059,7 @@ + out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the + cypher level in order to enter or leave the area. The block lasts for one day per cypher level. + +-Through the Window ++###### Through the Window + + Level: 1d6 + +@@ -42073,7 +42071,7 @@ + wink to change their vision back to their current location, then wink again to return to the window. The effect lasts + for ten minutes per cypher level or until they choose to end it. + +-Time Ticket ++###### Time Ticket + + Level: 1d6 + 3 + +@@ -42085,7 +42083,7 @@ + how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling + companions, if any, enjoy the same benefit as long as they stick with the user. + +-Tunnel Traverser ++###### Tunnel Traverser + + Level: 1d6 + 2 + +@@ -42097,7 +42095,7 @@ + least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes + per cypher level. + +-What the Doctor Ordered ++###### What the Doctor Ordered + + Level: 1d6 + 1 + +@@ -42106,7 +42104,7 @@ + Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds + +3 to their next recovery roll. + +-Who's Looking ++###### Who's Looking + + Level: 1d6 + 3 + +@@ -42116,7 +42114,7 @@ + tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and + so on. + +-Wire Wraith ++###### Wire Wraith + + Level: 1d6 + +@@ -42127,7 +42125,7 @@ + While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack + foes. It lasts for a number of rounds equal to the cypher level. + +-Wrecking Balls ++###### Wrecking Balls + + Level: 1d6 + 2 + +@@ -42137,7 +42135,7 @@ + then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage + (ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round. + +-You're Safe Now ++###### You're Safe Now + + Level: 1d6 + 3 + +@@ -42147,9 +42145,9 @@ + damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up + to the cypher level). + +-Software Cyphers ++##### Software Cyphers + +-EasyMagic.App ++###### EasyMagic.App + + Level: 1d6 + 2 + +@@ -42161,7 +42159,7 @@ + When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their + internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires. + +-Malware Cyphers ++###### Malware Cyphers + + EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the + user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster +@@ -42181,7 +42179,7 @@ + + Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker. + +-### MODERN MAGIC ARTIFACTS ++#### MODERN MAGIC ARTIFACTS + + If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can + be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how +@@ -42237,9 +42235,9 @@ + | 99 | Wonder onesie | + | 00 | Your mama's biker jacket | + +-Example Modern Fantasy Artifacts ++##### Example Modern Fantasy Artifacts + +-Accessories Sold Separately ++###### Accessories Sold Separately + + Level: 1d6 + +@@ -42277,7 +42275,7 @@ + | 19 | Guitar | + | 20 | Inflatable couch | + +-Ask Me Anything ++###### Ask Me Anything + + Level: 1d6 + 1 + +@@ -42290,7 +42288,7 @@ + + Depletion: 1 in 1d20 + +-Atheneum of the Mind Card ++###### Atheneum of the Mind Card + + Level: 1d6 + +@@ -42305,7 +42303,7 @@ + + Depletion: 1 in 1d00 + +-Attempted Murder ++###### Attempted Murder + + Level: 1d6 + 4 + +@@ -42316,7 +42314,7 @@ + + Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears) + +-Battery of the Vanquished ++###### Battery of the Vanquished + + Level: 1d6 + 4 + +@@ -42329,7 +42327,7 @@ + + Depletion: 1 in 1d6 + +-Blade of the Roses ++###### Blade of the Roses + + > Level: 1d6 + 2 + > +@@ -42343,7 +42341,7 @@ + + Depletion: 1 in 1d00 (check each first successful attack) + +-Book of the Baker ++###### Book of the Baker + + > Level: 1d6 + > +@@ -42354,7 +42352,7 @@ + + Depletion: 1 in 1d20 + +-Breakaway Bag ++###### Breakaway Bag + + > Level: 1d6 + 4 + > +@@ -42368,7 +42366,7 @@ + + Depletion: 1 in 1d20 (roll each time a magic item is added) + +-Busy Box ++###### Busy Box + + Level: 1d6 + +@@ -42382,7 +42380,7 @@ + + Depletion: 1 in 1d20 + +-Cats Hide Their Paws ++###### Cats Hide Their Paws + + Level: 1d6 + 2 + +@@ -42393,7 +42391,7 @@ + + Depletion: 1 in 1d00 (check each day) + +-Cloud Storage ++###### Cloud Storage + + Level: 1d6 + 2 + +@@ -42404,7 +42402,7 @@ + + Depletion: 1 in 1d20 (check each time an app is added) + +-Cloud Thief ++###### Cloud Thief + + > Level: 1d6 + > +@@ -42417,7 +42415,7 @@ + + Depletion: 1 in 1d20 + +-Color Cannon ++###### Color Cannon + + > Level: 1d6 + > +@@ -42438,7 +42436,7 @@ + + Depletion: 1 in 1d20 + +-Combat Glasses ++###### Combat Glasses + + > Level: 1d6 + 2 + > +@@ -42451,7 +42449,7 @@ + + Depletion: 1 in 1d6 (check after each foe) + +-Crow Friend ++###### Crow Friend + + Level: 1d6 + 4 + +@@ -42464,7 +42462,7 @@ + + Depletion: 1 in 1d00 (roll each time the crows arrive) + +-Crown of the High King ++###### Crown of the High King + + Level: 1d6 + 3 + +@@ -42476,7 +42474,7 @@ + + Depletion: 1 in 1d00 (roll each day) + +-Dragon Pen ++###### Dragon Pen + + > Level: 1d6 + 2 + > +@@ -42493,7 +42491,7 @@ + + Depletion: 1 in 1d10 + +-Eau de Blood of Monsters ++###### Eau de Blood of Monsters + + > Level: 1d6 + 4 + > +@@ -42511,7 +42509,7 @@ + + Depletion: 1 in 1d20 + +-Ecosensitive Fridge Magnets ++###### Ecosensitive Fridge Magnets + + Level: 1d6 + +@@ -42525,7 +42523,7 @@ + Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder + continue to function + +-Flying Carpet ++###### Flying Carpet + + Level: 1d6 + 1 + +@@ -42536,7 +42534,9 @@ + + Depletion: 1 in 1d20 + +-Gift from the Fairy Queen Level: 1d6 + 2 ++###### Gift from the Fairy Queen ++ ++Level: 1d6 + 2 + + Form: Glass eye that shines with a beautiful inner light + +@@ -42546,7 +42546,7 @@ + + Depletion: — + +-Goodest Gargoyle ++###### Goodest Gargoyle + + > Level: 1d6 + 2 + > +@@ -42558,7 +42558,9 @@ + + Depletion: 1 in 1d20 + +-Harrowing Blade Level: 1d6 + 1 ++###### Harrowing Blade ++ ++Level: 1d6 + 1 + + Form: Long black blade with a carved stone handle + +@@ -42568,7 +42570,7 @@ + + Depletion: — + +-History's Fickle Hands ++###### History's Fickle Hands + + > Level: 1d6 + > +@@ -42581,7 +42583,7 @@ + + Depletion: 1 in 1d6 + +-Keys of Close to You ++###### Keys of Close to You + + Level: 1d6 + 4 + +@@ -42594,7 +42596,7 @@ + + Depletion: 1 in 1d20 (check each teleportation) + +-Living Copycat ++###### Living Copycat + + Level: 1d6 + +@@ -42607,7 +42609,7 @@ + + Depletion: 1 in 1d20 + +-Magician's Protective Amulet ++###### Magician's Protective Amulet + + Level: 1d6 + 2 + +@@ -42617,7 +42619,7 @@ + + Depletion: 1 in 1d20 (check each spell attack) + +-Malware Genie ++###### Malware Genie + + Level: 1d6 + 2 + +@@ -42631,7 +42633,7 @@ + + Depletion: 1 in 1d6 + +-Meatboy ++###### Meatboy + + Level: 1d6 + +@@ -42643,7 +42645,7 @@ + + Depletion: 1 in 1d20 + +-My Friend Lockness ++###### My Friend Lockness + + Level: 1d6 + 3 + +@@ -42656,7 +42658,7 @@ + + Depletion: 1 in 1d00 + +-Pearls of Your Grandmother, the Witch ++###### Pearls of Your Grandmother, the Witch + + Level: 1d6 + 2 + +@@ -42667,7 +42669,7 @@ + + Depletion: — + +-Poor Magician's Lunchbox ++###### Poor Magician's Lunchbox + + Level: 1d6 + +@@ -42679,7 +42681,7 @@ + + Depletion: 1 in 1d10 + +-Rainbow Suspenders ++###### Rainbow Suspenders + + Level: 1d6 + +@@ -42690,7 +42692,7 @@ + + Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion + +-Ring of Reflected Bullets ++###### Ring of Reflected Bullets + + Level: 1d6 + +@@ -42703,7 +42705,7 @@ + + Depletion: 1 in 1d20 + +-Scarf of Love and Death ++###### Scarf of Love and Death + + > Level: 1d6 + > +@@ -42720,7 +42722,7 @@ + + Depletion: 1 in 1d20 (roll each activation) + +-Song of the Siren ++###### Song of the Siren + + > Level: 1d6 + 3 + > +@@ -42732,7 +42734,7 @@ + + Depletion: 1 in 1d6 + +-Speed Readers ++###### Speed Readers + + > Level: 1d6 + > +@@ -42748,7 +42750,7 @@ + + Depletion: 1 in 1d20 + +-Tattoo of the Tiger ++###### Tattoo of the Tiger + + Level: 1d6 + 2 + +@@ -42767,7 +42769,7 @@ + > character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on + > their body. + +-Tattoo of Tomorrow's Edge ++###### Tattoo of Tomorrow's Edge + + Level: 1d6 + 3 + +@@ -42778,7 +42780,7 @@ + + Depletion: 1 in 1d6 + +-Tattoo of True Shot ++###### Tattoo of True Shot + + Level: 1d6 + +@@ -42789,7 +42791,7 @@ + + Depletion: 1 in 1d10 + +-Time is a Circle ++###### Time is a Circle + + > Level: 1d6 + 4 + > +@@ -42803,7 +42805,7 @@ + + Depletion: 1 in 1d6 (roll each use) + +-Umbrella of No-Touch ++###### Umbrella of No-Touch + + > Level: 1d6 + 3 + > +@@ -42815,7 +42817,7 @@ + + Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion + +-Vanity of the Vanities ++###### Vanity of the Vanities + + > Level: 1d6 + > +@@ -42828,7 +42830,9 @@ + Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but + it continues to function as a normal mirror + +-Witch Wand Level: 1d6 ++###### Witch Wand ++ ++Level: 1d6 + + Form: Wooden wand of exceptional quality + +@@ -42836,7 +42840,7 @@ + + Depletion: — + +-Witch's Broom ++###### Witch's Broom + + Level: 1d6 + 2 + +@@ -42851,7 +42855,7 @@ + + Depletion: 1 in 1d20 + +-Wonder Onesie ++###### Wonder Onesie + + Level: 1d6 + 4 + +@@ -42865,7 +42869,7 @@ + Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that + ability, after which it still functions as armor.) + +-Your Mama's Biker Jacket ++###### Your Mama's Biker Jacket + + Level: 1d6 + 4 + +@@ -42909,9 +42913,9 @@ + + + +-### MODERN MAGIC CHARACTER OPTIONS ++#### MODERN MAGIC CHARACTER OPTIONS + +-### DESCRIPTORS ++##### DESCRIPTORS + + Most of these descriptors are for characters who are or become significantly nonhuman + +@@ -42923,7 +42927,7 @@ + + It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical + +-Chimera ++###### Chimera + + You have a blend of animal attributes; you may be a well-known mythological creature, + +@@ -42977,7 +42981,7 @@ + + Frenzy + +-Dragon ++###### Dragon + + You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In + your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn +@@ -43035,7 +43039,7 @@ + + Training in Spitting Flames + +-Ghost ++###### Ghost + + Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk + among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead, +@@ -43086,7 +43090,7 @@ + + Walk Through Walls + +-Hunter ++###### Hunter + + You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls + of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are +@@ -43123,7 +43127,7 @@ + + 4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves. + +-Nix ++###### Nix + + You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a + tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also +@@ -43177,7 +43181,7 @@ + + Wilderness Life + +-Sylph ++###### Sylph + + You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view; + you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air +@@ -43225,7 +43229,7 @@ + + Shock + +-Unmagical ++###### Unmagical + + You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult, + and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though