From 38984146cc47d1bf472b6319e2569a749ea10017 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Fri, 4 Apr 2025 10:28:16 -0500 Subject: [PATCH] add level 1 and level 2 headers had to do this one by hand, at least parts of level 3 should be easier, but I think some level 4 stuff will accidentally get 3ed. we'll see Signed-off-by: Brian S. Stephan --- Makefile | 2 +- patches/base/011-level-1-and-2-headers.patch | 157 +++++++++++++++++++ 2 files changed, 158 insertions(+), 1 deletion(-) create mode 100644 patches/base/011-level-1-and-2-headers.patch diff --git a/Makefile b/Makefile index 78a3a40..e6e186c 100644 --- a/Makefile +++ b/Makefile @@ -9,7 +9,7 @@ all: base-patches base-patches: $(MD_CSRD) cp -a $(MD_CSRD) $(CCSRD) - find patches/base -type f -name *.patch -print0 | xargs -0 -n 1 patch $(CCSRD) + find patches/base -type f -name *.patch -exec echo ">> {}" \; -exec patch $(CCSRD) {} \; web: base-patches cp -a $(WEBDIR) $(TMPDIR)/ diff --git a/patches/base/011-level-1-and-2-headers.patch b/patches/base/011-level-1-and-2-headers.patch new file mode 100644 index 0000000..9ed8859 --- /dev/null +++ b/patches/base/011-level-1-and-2-headers.patch @@ -0,0 +1,157 @@ +--- _tmp/ccsrd.md 2025-04-04 09:21:42.885587686 -0500 ++++ _tmp/ccsrd.new.md 2025-04-04 10:06:00.001364856 -0500 +@@ -1,8 +1,8 @@ +-COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1 ++# COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1 + + Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02. + +-How to Play the Cypher System ++## How to Play the Cypher System + + The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core + concepts. +@@ -255,7 +255,7 @@ + + (A d6 is used most often for recovery rolls and to determine the level of cyphers. + +-Creating Your Character ++## Creating Your Character + + This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that + will shape your character, so the more you understand what kind of character you want to play, the easier character +@@ -648,7 +648,7 @@ + In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being + trained in biology or swimming. + +-Type ++## Type + + Character type is the core of your character. Your type helps determine your character’s place in the world and + relationship with other people in the setting. It’s the noun of the sentence “I am an *adjective noun* who *verbs*.” +@@ -2034,7 +2034,7 @@ + unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from + actions or conditions in the game). + +-Flavor ++## Flavor + + Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their + liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief +@@ -2411,7 +2411,7 @@ + + Skill With Defense + +-Descriptor ++## Descriptor + + Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a + Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your +@@ -4207,7 +4207,7 @@ + enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater + than those between an Alpha Centauran and an Earthling. + +-Focus ++## Focus + + Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character + benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I +@@ -7891,7 +7891,7 @@ + + Reactive Field + +-Abilities ++## Abilities + + This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if + any), and focus. They are sorted alphabetically by the ability’s name. +@@ -15758,7 +15758,7 @@ + see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light. + Enabler. + +-Equipment ++## Equipment + + Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what + you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at +@@ -16456,7 +16456,7 @@ + is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, + or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level. + +-Rules of the Game ++## Rules of the Game + + Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the + players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help +@@ -19349,7 +19349,7 @@ + + A tricky spy whose intelligence on enemy movements is invaluable. + +-Experience Points ++## Experience Points + + Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to + earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are +@@ -20335,7 +20335,7 @@ + + Resolution: You reflect on what you’ve accomplished and think about the future. + +-Genres ++## Genres + + The Cypher System can be used to play in many settings. This chapter provides additional information and rules for + fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres. +@@ -35858,7 +35858,7 @@ + by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their + period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures. + +-Creatures ++## Creatures + + This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System + game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that +@@ -40538,7 +40538,7 @@ + GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround + the PCs and demand their surrender. + +-NPCs ++## NPCs + + The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres. + +@@ -41112,7 +41112,7 @@ + + GM intrusion: The wizard casts two spells as a single action instead of just one. + +-Cyphers ++## Cyphers + + Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make + attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying +@@ -43521,7 +43521,7 @@ + Effect: This cypher boosts an ability that affects a target at a range greater than touch. It can affect a second target + within range (if the ability is an attack, make a separate attack roll for the second creature). + +-Running the Cypher System ++## Running the Cypher System + + Setting Difficulty Ratings + +@@ -66412,7 +66412,7 @@ + + Loot: Whatever shoes she’s wearing (which are very likely an artifact). + +-NPCS ++## NPCS + + MODERN MAGIC NPCs + +@@ -77149,7 +77149,7 @@ + rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the + terrorist, or even an undercover foreign agent working for the terrorist + +-Legal Information ++## Legal Information + + This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the + community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher