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