diff --git a/patches/base/014-header-fixes-and-4-plus-part-1.patch b/patches/base/014-header-fixes-and-4-plus-part-1.patch new file mode 100644 index 0000000..4732c81 --- /dev/null +++ b/patches/base/014-header-fixes-and-4-plus-part-1.patch @@ -0,0 +1,3375 @@ +--- _tmp/ccsrd.md 2025-04-04 17:34:19.666605696 -0500 ++++ _tmp/ccsrd.new.md 2025-04-04 23:43:02.848027929 -0500 +@@ -152,7 +152,7 @@ + ### GLOSSARY + + Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the +-### NPCs. ++NPCs. + + Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains + or opponents. This includes any kind of creature as well as people. +@@ -270,7 +270,7 @@ + stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a + character. + +-### MIGHT ++#### MIGHT + + Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, + and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute +@@ -284,7 +284,7 @@ + (Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you + can take.) + +-### SPEED ++#### SPEED + + Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, + and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball +@@ -293,7 +293,7 @@ + + (Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.) + +-### INTELLECT ++#### INTELLECT + + This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, + charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling +@@ -311,7 +311,7 @@ + (Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you + choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.) + +-### POOL ++#### POOL + + Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of + which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic +@@ -325,7 +325,7 @@ + recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points + quickly. + +-### EDGE ++#### EDGE + + Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend + points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a +@@ -345,7 +345,7 @@ + better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from + the Pool, which means they'll have more points available to spend on applying Effort. + +-### EFFORT ++#### EFFORT + + When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort + requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an +@@ -387,7 +387,7 @@ + Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you + sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.) + +-### EFFORT AND DAMAGE ++##### EFFORT AND DAMAGE + + Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with + an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any +@@ -397,7 +397,7 @@ + ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all + targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage. + +-### MULTIPLE USES OF EFFORT AND EDGE ++##### MULTIPLE USES OF EFFORT AND EDGE + + If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an + attack, you can apply Effort to your attack roll and apply Effort to increase the damage. +@@ -411,7 +411,7 @@ + Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect + Edge to reduce the cost of one of those things, not both. + +-### STAT EXAMPLES ++#### STAT EXAMPLES + + A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus + has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that +@@ -692,7 +692,7 @@ + + (Player intrusions should be limited to no more than one per player per session.) + +-Defense Tasks ++### Defense Tasks + + Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of + defense task matters when using Effort. +@@ -763,7 +763,7 @@ + | 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. | + | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. | + +-### WARRIOR PLAYER INTRUSIONS ++#### WARRIOR PLAYER INTRUSIONS + + You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM + agrees. +@@ -779,7 +779,7 @@ + Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two + steps down the object damage track. + +-### WARRIOR STAT POOLS ++#### WARRIOR STAT POOLS + + | | | + |-----------|-------------------------| +@@ -790,7 +790,7 @@ + + You get 6 additional points to divide among your stat Pools however you wish. + +-### FIRST-TIER WARRIOR ++#### FIRST-TIER WARRIOR + + First-tier warriors have the following abilities: + +@@ -833,7 +833,7 @@ + + Trained Without Armor + +-### SECOND-TIER WARRIOR ++#### SECOND-TIER WARRIOR + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -850,7 +850,7 @@ + + Successive Attack + +-### THIRD-TIER WARRIOR ++#### THIRD-TIER WARRIOR + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -879,7 +879,7 @@ + + Vigilance + +-### FOURTH-TIER WARRIOR ++#### FOURTH-TIER WARRIOR + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -902,7 +902,7 @@ + + Tough As Nails + +-### FIFTH-TIER WARRIOR ++#### FIFTH-TIER WARRIOR + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -927,7 +927,7 @@ + ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which + can usually be taken multiple times.) + +-### SIXTH-TIER WARRIOR ++#### SIXTH-TIER WARRIOR + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -946,7 +946,7 @@ + + Boxed text: + +-### WARRIOR EXAMPLE ++#### WARRIOR EXAMPLE + + Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow + who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools +@@ -1020,7 +1020,7 @@ + and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have + Adepts. That's okay too.) + +-### ADEPT PLAYER INTRUSIONS ++#### ADEPT PLAYER INTRUSIONS + + When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is + appropriate and the GM agrees. +@@ -1035,7 +1035,7 @@ + function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication + that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact. + +-### ADEPT STAT POOLS ++#### ADEPT STAT POOLS + + | | | + |-----------|---------------------| +@@ -1076,7 +1076,7 @@ + | 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. | + | 20 | You belong to a secretive social club that gathers monthly to drink and talk. | + +-### FIRST-TIER ADEPT ++#### FIRST-TIER ADEPT + + First-tier Adepts have the following abilities: + +@@ -1119,7 +1119,7 @@ + + Ward + +-### SECOND-TIER ADEPT ++#### SECOND-TIER ADEPT + + Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1138,7 +1138,7 @@ + + Stasis + +-### THIRD-TIER ADEPT ++#### THIRD-TIER ADEPT + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1157,7 +1157,7 @@ + + Targeting Eye + +-### FOURTH-TIER ADEPT ++#### FOURTH-TIER ADEPT + + Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1182,7 +1182,7 @@ + + Wormhole + +-### FIFTH-TIER ADEPT ++#### FIFTH-TIER ADEPT + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1205,7 +1205,7 @@ + + True Senses + +-### SIXTH-TIER ADEPT ++#### SIXTH-TIER ADEPT + + Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1220,7 +1220,7 @@ + + Usurp Cypher + +-### ADEPT EXAMPLE ++#### ADEPT EXAMPLE + + Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 + of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of +@@ -1285,7 +1285,7 @@ + Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow + them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge. + +-### EXPLORER PLAYER INTRUSIONS ++#### EXPLORER PLAYER INTRUSIONS + + When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is + appropriate and the GM agrees. +@@ -1298,7 +1298,7 @@ + Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only + half the damage that it would have otherwise. + +-### EXPLORER STAT POOLS ++#### EXPLORER STAT POOLS + + | | | + |-----------|-------------------------| +@@ -1339,7 +1339,7 @@ + | 19 | Your sister owns a store and gives you a hefty discount. | + | 20 | Your father is a high-ranking officer in the military with many connections. | + +-### FIRST-TIER EXPLORER ++#### FIRST-TIER EXPLORER + + First-tier Explorers have the following abilities: + +@@ -1389,7 +1389,7 @@ + + Trained Without Armor + +-### SECOND-TIER EXPLORER ++#### SECOND-TIER EXPLORER + + Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1422,7 +1422,7 @@ + + Wreck + +-### THIRD-TIER EXPLORER ++#### THIRD-TIER EXPLORER + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -1453,7 +1453,7 @@ + + Wrest From Chance + +-### FOURTH-TIER EXPLORER ++#### FOURTH-TIER EXPLORER + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1472,7 +1472,7 @@ + + Tough As Nails + +-### FIFTH-TIER EXPLORER ++#### FIFTH-TIER EXPLORER + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -1497,7 +1497,7 @@ + + Vigilant + +-### SIXTH-TIER EXPLORER ++#### SIXTH-TIER EXPLORER + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -1518,7 +1518,7 @@ + + Wild Vitality + +-### EXPLORER EXAMPLE ++#### EXPLORER EXAMPLE + + Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who + explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their +@@ -1578,7 +1578,7 @@ + Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture + their friends. They can talk their way out of danger and even use their words as weapons. + +-### SPEAKER PLAYER INTRUSIONS ++#### SPEAKER PLAYER INTRUSIONS + + When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is + appropriate and the GM agrees. +@@ -1594,7 +1594,7 @@ + things seem strained, or provides you with a new insight for understanding the context of the situation if there's + something you're failing to understand or grasp. + +-### SPEAKER STAT POOLS ++#### SPEAKER STAT POOLS + + | | | + |-----------|---------------------| +@@ -1635,7 +1635,7 @@ + | 19 | You are in a close romantic relationship with someone in local politics. | + | 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. | + +-### FIRST-TIER SPEAKER ++#### FIRST-TIER SPEAKER + + First-tier speakers have the following abilities: + +@@ -1684,7 +1684,7 @@ + + Understanding + +-### SECOND-TIER SPEAKER ++#### SECOND-TIER SPEAKER + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1711,7 +1711,7 @@ + + Unexpected Betrayal + +-### THIRD-TIER SPEAKER ++#### THIRD-TIER SPEAKER + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -1740,7 +1740,7 @@ + + Telling + +-### FOURTH-TIER SPEAKER ++#### FOURTH-TIER SPEAKER + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1763,7 +1763,7 @@ + + Suggestion + +-### FIFTH-TIER SPEAKER ++#### FIFTH-TIER SPEAKER + + Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can + replace one of your lower-tier abilities with a different one from a lower tier. +@@ -1786,7 +1786,7 @@ + + Stimulate + +-### SIXTH-TIER SPEAKER ++#### SIXTH-TIER SPEAKER + + Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace + one of your lower-tier abilities with a different one from a lower tier. +@@ -1807,7 +1807,7 @@ + + Word of Command + +-### SPEAKER EXAMPLE ++#### SPEAKER EXAMPLE + + Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her + Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier +@@ -1986,7 +1986,7 @@ + + Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\* + +-### PREPARED VS. SPONTANEOUS SPELLCASTING ++#### PREPARED VS. SPONTANEOUS SPELLCASTING + + Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, + and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes +@@ -1999,7 +1999,7 @@ + The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to + better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept. + +-### MODIFYING TYPE ASPECTS ++#### MODIFYING TYPE ASPECTS + + The following aspects of the four character types can be modified at character creation. Other abilities should not be + changed. +@@ -2017,7 +2017,7 @@ + weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's + choice. + +-### DRAWBACKS AND PENALTIES ++#### DRAWBACKS AND PENALTIES + + In addition to other customization options, a player can choose to take drawbacks or penalties to gain further + advantages. +@@ -2069,7 +2069,7 @@ + thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting + might be a crimefighter who stalks the streets at night. + +-### FIRST-TIER STEALTH ABILITIES ++#### FIRST-TIER STEALTH ABILITIES + + Danger Sense + +@@ -2081,7 +2081,7 @@ + + Stealth Skills + +-### SECOND-TIER STEALTH ABILITIES ++#### SECOND-TIER STEALTH ABILITIES + + Contortionist + +@@ -2093,7 +2093,7 @@ + + Surprise Attack + +-### THIRD-TIER STEALTH ABILITIES ++#### THIRD-TIER STEALTH ABILITIES + + Evanesce + +@@ -2109,7 +2109,7 @@ + + Seize the Moment + +-### FOURTH-TIER STEALTH ABILITIES ++#### FOURTH-TIER STEALTH ABILITIES + + Ambusher + +@@ -2121,7 +2121,7 @@ + + Tumbling Moves + +-### FIFTH-TIER STEALTH ABILITIES ++#### FIFTH-TIER STEALTH ABILITIES + + Assassin Strike + +@@ -2131,7 +2131,7 @@ + + Uncanny Luck + +-### SIXTH-TIER STEALTH ABILITIES ++#### SIXTH-TIER STEALTH ABILITIES + + Exploit Advantage + +@@ -2150,7 +2150,7 @@ + Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day + character could use some of the abilities that don't involve starships or ultratech. + +-### FIRST-TIER TECHNOLOGY ABILITIES ++#### FIRST-TIER TECHNOLOGY ABILITIES + + Datajack + +@@ -2164,7 +2164,7 @@ + + Tinker + +-### SECOND-TIER TECHNOLOGY ABILITIES ++#### SECOND-TIER TECHNOLOGY ABILITIES + + Distant Interface + +@@ -2180,7 +2180,7 @@ + + Tool Mastery + +-### THIRD-TIER TECHNOLOGY ABILITIES ++#### THIRD-TIER TECHNOLOGY ABILITIES + + Mechanical Telepathy + +@@ -2192,7 +2192,7 @@ + + Spray + +-### FOURTH-TIER TECHNOLOGY ABILITIES ++#### FOURTH-TIER TECHNOLOGY ABILITIES + + Machine Bond + +@@ -2204,7 +2204,7 @@ + + Serv-0 Spy + +-### FIFTH-TIER TECHNOLOGY ABILITIES ++#### FIFTH-TIER TECHNOLOGY ABILITIES + + Control Machine + +@@ -2212,7 +2212,7 @@ + + Machine Companion + +-### SIXTH-TIER TECHNOLOGY ABILITIES ++#### SIXTH-TIER TECHNOLOGY ABILITIES + + Information Gathering + +@@ -2228,7 +2228,7 @@ + Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities + with those given here tailors the character in desirable ways. + +-### FIRST-TIER MAGIC ABILITIES ++#### FIRST-TIER MAGIC ABILITIES + + Blessing of the Gods + +@@ -2244,7 +2244,7 @@ + + Premonition + +-### SECOND-TIER MAGIC ABILITIES ++#### SECOND-TIER MAGIC ABILITIES + + Concussive Blast + +@@ -2256,7 +2256,7 @@ + + Repair Flesh + +-### THIRD-TIER MAGIC ABILITIES ++#### THIRD-TIER MAGIC ABILITIES + + Distance Viewing + +@@ -2268,7 +2268,7 @@ + + Summon Giant Spider + +-### FOURTH-TIER MAGIC ABILITIES ++#### FOURTH-TIER MAGIC ABILITIES + + Elemental Protection + +@@ -2276,7 +2276,7 @@ + + Pry Open + +-### FIFTH-TIER MAGIC ABILITIES ++#### FIFTH-TIER MAGIC ABILITIES + + Create + +@@ -2288,7 +2288,7 @@ + + True Senses + +-### SIXTH-TIER MAGIC ABILITIES ++#### SIXTH-TIER MAGIC ABILITIES + + Relocate + +@@ -2304,7 +2304,7 @@ + An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science + fiction setting could be a veteran of a thousand psychic wars. + +-### FIRST-TIER COMBAT ABILITIES ++#### FIRST-TIER COMBAT ABILITIES + + Danger Sense + +@@ -2312,7 +2312,7 @@ + + Practiced With Medium Weapons + +-### SECOND-TIER COMBAT ABILITIES ++#### SECOND-TIER COMBAT ABILITIES + + Bloodlust + +@@ -2320,7 +2320,7 @@ + + Trained Without Armor + +-### THIRD-TIER COMBAT ABILITIES ++#### THIRD-TIER COMBAT ABILITIES + + Practiced With All Weapons + +@@ -2330,7 +2330,7 @@ + + Successive Attack + +-### FOURTH-TIER COMBAT ABILITIES ++#### FOURTH-TIER COMBAT ABILITIES + + Capable Warrior + +@@ -2342,7 +2342,7 @@ + + Spray + +-### FIFTH-TIER COMBAT ABILITIES ++#### FIFTH-TIER COMBAT ABILITIES + + Experienced Defender + +@@ -2350,7 +2350,7 @@ + + Parry + +-### SIXTH-TIER COMBAT ABILITIES ++#### SIXTH-TIER COMBAT ABILITIES + + Greater Skill With Attacks + +@@ -2367,7 +2367,7 @@ + A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and + knowledge could be a field scientist. A Speaker with this flavor might be a teacher. + +-### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES ++#### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES + + Interaction Skills + +@@ -2379,7 +2379,7 @@ + + Travel Skills + +-### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES ++#### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES + + Extra Skill + +@@ -2387,13 +2387,13 @@ + + Understanding + +-### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES ++#### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES + + Flex Skill + + Improvise + +-### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES ++#### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES + + Multiple Skills + +@@ -2401,13 +2401,13 @@ + + Task Specialization + +-### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES ++#### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES + + Practiced With Medium Weapons + + Read the Signs + +-### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES ++#### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES + + Skill With Attacks + +@@ -2539,7 +2539,7 @@ + + Weird + +-### APPEALING ++#### APPEALING + + You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special + something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, +@@ -2566,7 +2566,7 @@ + 4\. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to + join them on new adventures. + +-### BENEFICENT ++#### BENEFICENT + + Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you + delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best +@@ -2599,7 +2599,7 @@ + + 4\. The choice was between your tattered life and helping others. You haven't looked back since. + +-### BRASH ++#### BRASH + + You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you + don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and +@@ -2626,7 +2626,7 @@ + 4\. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to + your current point. + +-### CALM ++#### CALM + + You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're + well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble, +@@ -2661,7 +2661,7 @@ + + 4\. One of the other PCs dragged you into it. + +-### CHAOTIC ++#### CHAOTIC + + Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing + surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are +@@ -2690,7 +2690,7 @@ + + 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves. + +-### CHARMING ++#### CHARMING + + You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can + convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others +@@ -2729,7 +2729,7 @@ + + 4\. There is a reward involved, and you need the money. + +-### CLEVER ++#### CLEVER + + You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. + Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and +@@ -2764,7 +2764,7 @@ + + 4\. You suspect that the other PCs won't succeed without you. + +-### CLUMSY ++#### CLUMSY + + Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your + own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even +@@ -2805,7 +2805,7 @@ + + 4\. You stumbled into the PCs as they were discussing their mission, and they took a liking to you. + +-### CRAVEN ++#### CRAVEN + + Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at + your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down +@@ -2851,7 +2851,7 @@ + + 4\. The group answered your cries for help when you were in trouble. + +-### CREATIVE ++#### CREATIVE + + Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas + that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at +@@ -2889,7 +2889,7 @@ + 4\. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be + profitable. + +-### CRUEL ++#### CRUEL + + Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even + enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive +@@ -2933,7 +2933,7 @@ + + 4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed. + +-### DISHONORABLE ++#### DISHONORABLE + + There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either + you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do +@@ -2966,7 +2966,7 @@ + + 4\. You bullied your way in with intimidation and bluster. + +-### DOOMED ++#### DOOMED + + You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours + alone, or you might be dragging along the people closest to you. +@@ -2997,7 +2997,7 @@ + + 4\. You suspect that the only hope you have of avoiding your fate might lie on this path. + +-### EMPATHIC ++#### EMPATHIC + + Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that + convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's +@@ -3033,7 +3033,7 @@ + + 4\. You joined the PCs to escape an unpleasant relationship or negative environment. + +-### EXILED ++#### EXILED + + You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous + crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been +@@ -3072,7 +3072,7 @@ + + 4\. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong. + +-### FAST ++#### FAST + + You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick + on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly. +@@ -3100,7 +3100,7 @@ + + 4\. This mission ties in with a personal goal of your own. + +-### FOOLISH ++#### FOOLISH + + Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might + have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry +@@ -3138,7 +3138,7 @@ + + 4\. The other PCs needed some muscle who wouldn't overthink things. + +-### GRACEFUL ++#### GRACEFUL + + You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and + dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear +@@ -3165,7 +3165,7 @@ + + 4\. There is reward involved, and you need the money. + +-### GUARDED ++#### GUARDED + + You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, + physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You +@@ -3199,7 +3199,7 @@ + + 4\. The PCs are the only people who will put up with you. + +-### HARDY ++#### HARDY + + Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite + watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might +@@ -3218,7 +3218,7 @@ + Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are + debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until + you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are +-### 0. ++0. + + Skill: You are trained in Might defense actions. + +@@ -3237,7 +3237,7 @@ + + 4\. You believe the only way the PCs will succeed is if you are along to protect them. + +-### HIDEOUS ++#### HIDEOUS + + You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or + just poor genetic luck, but you are incontrovertibly ugly. +@@ -3269,7 +3269,7 @@ + + 4\. You bullied your way in with intimidation and bluster. + +-### HONORABLE ++#### HONORABLE + + You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying + and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a +@@ -3299,7 +3299,7 @@ + + 4\. You asked politely if you could join the other PCs in their mission. + +-### IMPULSIVE ++#### IMPULSIVE + + You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? + You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from +@@ -3338,7 +3338,7 @@ + + 4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem. + +-### INQUISITIVE ++#### INQUISITIVE + + The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the + tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and +@@ -3379,7 +3379,7 @@ + + 4\. One of the PCs fascinates you, perhaps due to a special or weird ability they have. + +-### INTELLIGENT ++#### INTELLIGENT + + You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude + doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, +@@ -3407,7 +3407,7 @@ + + 4\. A colleague requested that you take part in the mission as a favor. + +-### INTUITIVE ++#### INTUITIVE + + You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. + Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at +@@ -3434,7 +3434,7 @@ + + 4\. You're confident the reason you arrived at this point will soon become clear. + +-### JOVIAL ++#### JOVIAL + + You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own + expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people +@@ -3463,7 +3463,7 @@ + + 4\. It was either go with the PCs or face up to a circumstance that was anything but jovial. + +-### KIND ++#### KIND + + It's always been easy for you to see things from the point of view of other people. That ability has made you + sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's +@@ -3499,7 +3499,7 @@ + 4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the + drudgery. + +-### LEARNED ++#### LEARNED + + You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such + as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few +@@ -3526,7 +3526,7 @@ + + 4\. A colleague requested that you take part in the mission as a favor. + +-### LUCKY ++#### LUCKY + + You rely on chance and timely good luck to get you through many situations. When people say that someone was born under + a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as +@@ -3556,7 +3556,7 @@ + 4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a + manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore. + +-### MAD ++#### MAD + + You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope + of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally +@@ -3593,7 +3593,7 @@ + + 4\. You feel compelled by inexplicable intuition. + +-### MECHANICAL ++#### MECHANICAL + + You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. + Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," +@@ -3621,7 +3621,7 @@ + + 4\. Another PC asked you to join them. + +-### MYSTERIOUS ++#### MYSTERIOUS + + The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives + are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor +@@ -3653,7 +3653,7 @@ + + 4\. Something—a feeling, a dream—told you where to be and when to join the group. + +-### MYSTICAL ++#### MYSTICAL + + You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the + supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether +@@ -3686,7 +3686,7 @@ + + 4\. Various signs and portents led you here. + +-### NAIVE ++#### NAIVE + + You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the + world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just +@@ -3715,7 +3715,7 @@ + + 4\. Sounded like fun. + +-### PERCEPTIVE ++#### PERCEPTIVE + + You miss little. You pick out the small details in the world around you and are skilled at making deductions from the + information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout. +@@ -3752,7 +3752,7 @@ + + 4\. A third party recruited you to follow the PCs and see what they were up to. + +-### RESILIENT ++#### RESILIENT + + You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you + down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. +@@ -3786,7 +3786,7 @@ + + 4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission. + +-### RISK-TAKING ++#### RISK-TAKING + + It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you + wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the +@@ -3819,7 +3819,7 @@ + + 4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point. + +-### RUGGED ++#### RUGGED + + You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled + hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or +@@ -3850,7 +3850,7 @@ + + 4\. There is reward involved, and you need the money. + +-### SHARP-EYED ++#### SHARP-EYED + + You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be + difficult to surprise. +@@ -3875,7 +3875,7 @@ + + 4\. You've been noticing some strange things going on, and this all appears related. + +-### SKEPTICAL ++#### SKEPTICAL + + You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a + "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often +@@ -3904,7 +3904,7 @@ + + 4\. You need money to fund your research. + +-### STEALTHY ++#### STEALTHY + + You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight + of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of +@@ -3933,7 +3933,7 @@ + + 4\. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group. + +-### STRONG ++#### STRONG + + You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of + prowess. You likely have a brawny build and impressive muscles. +@@ -3959,7 +3959,7 @@ + + 4\. There is reward involved, and you need the money. + +-### STRONG-WILLED ++#### STRONG-WILLED + + You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want + it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. +@@ -3987,7 +3987,7 @@ + + 4\. There is reward involved, and you need the money. + +-### SWIFT ++#### SWIFT + + You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing + distances quickly but not always smoothly. You are likely slim and muscular. +@@ -4013,7 +4013,7 @@ + + 4\. There is reward involved, and you need the money. + +-### TONGUE-TIED ++#### TONGUE-TIED + + You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words + fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone +@@ -4043,7 +4043,7 @@ + + 4\. One of the other PCs recruited you for your talents. + +-### TOUGH ++#### TOUGH + + You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters + frequently have visible scars. +@@ -4070,7 +4070,7 @@ + 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you + heard about the group's task. + +-### VICIOUS ++#### VICIOUS + + You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make + them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they +@@ -4102,7 +4102,7 @@ + 4\. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of + the mission. + +-### VIRTUOUS ++#### VIRTUOUS + + Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever + you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes +@@ -4130,7 +4130,7 @@ + 4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than + you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would. + +-### WEIRD ++#### WEIRD + + You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by + you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. +@@ -4172,7 +4172,7 @@ + + 4\. You felt drawn to join the other PCs, but you don't know why. + +-### CUSTOMIZING DESCRIPTORS ++#### CUSTOMIZING DESCRIPTORS + + Under the normal rules, each descriptor is based on some modification of the following guidelines: + +@@ -4192,7 +4192,7 @@ + isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new + descriptor that fits exactly how the player wants to portray the character. + +-### SPECIES AS DESCRIPTOR ++#### SPECIES AS DESCRIPTOR + + Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the + default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're +@@ -4453,7 +4453,7 @@ + The full description for each focus ability listed in this section is found in the Abilities chapter, which has + descriptions for type, flavor, and focus abilities in a single vast catalog. + +-Abides in Stone ++#### Abides in Stone + + Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid. + +@@ -4478,7 +4478,7 @@ + GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common + folk. + +-Absorbs Energy ++#### Absorbs Energy + + You can harness kinetic energy and transform it into other kinds of energy. + +@@ -4499,7 +4499,7 @@ + GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is + drained of energy. + +-Awakens Dreams ++#### Awakens Dreams + + You can pull images from dreams and bring them to life in the waking world. + +@@ -4520,7 +4520,7 @@ + GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free + of a dream. + +-Battles Robots ++#### Battles Robots + + You excel in battling robots, automatons, and machine entities. + +@@ -4542,7 +4542,7 @@ + + GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge. + +-Bears a Halo of Fire ++#### Bears a Halo of Fire + + You can sheath your body in flames, which protects you and harms your foes. + +@@ -4561,7 +4561,7 @@ + GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often + attack what they fear. + +-Blazes With Radiance ++#### Blazes With Radiance + + You can create light, sculpt it, bend it away from you, or gather it to use as a weapon. + +@@ -4581,7 +4581,7 @@ + + GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards. + +-Brandishes an Exotic Shield ++#### Brandishes an Exotic Shield + + You deploy an amazing shield of pure force that provides protection and some offensive options. + +@@ -4601,7 +4601,7 @@ + + GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield. + +-Builds Robots ++#### Builds Robots + + Your robotic creations do as they are commanded. + +@@ -4625,7 +4625,7 @@ + + GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates. + +-Calculates the Incalculable ++#### Calculates the Incalculable + + Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone. + +@@ -4648,7 +4648,7 @@ + GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent + disaster. + +-Channels Divine Blessings ++#### Channels Divine Blessings + + A devout follower of a divine being, you channel some of your deity's power to achieve wonders. + +@@ -4666,7 +4666,7 @@ + + GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings. + +-Commands Mental Powers ++#### Commands Mental Powers + + You have honed the power of your mind to perform amazing psychic deeds. + +@@ -4685,7 +4685,7 @@ + GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the + character's mind. + +-Conducts Weird Science ++#### Conducts Weird Science + + Your preternatural insight and ability make you a scientist capable of amazing feats. + +@@ -4710,7 +4710,7 @@ + GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and + can draw the media. When a device created or modified by weird science is depleted, it detonates. + +-Consorts With the Dead ++#### Consorts With the Dead + + The dead answer your questions, and their reanimated corpses serve you. + +@@ -4728,7 +4728,7 @@ + + GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated. + +-Controls Beasts ++#### Controls Beasts + + Your ability to communicate and lead beasts is uncanny. + +@@ -4750,7 +4750,7 @@ + + GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard. + +-Controls Gravity ++#### Controls Gravity + + You can sway the attraction of gravity itself. + +@@ -4771,7 +4771,7 @@ + GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the + sky. + +-### COPIES SUPERPOWERS ++#### COPIES SUPERPOWERS + + You can copy others' skills, abilities, and superpowers. + +@@ -4793,7 +4793,7 @@ + powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your + own fire bolts). + +-Crafts Illusions ++#### Crafts Illusions + + You fashion images from light that are so perfect they seem real. + +@@ -4811,7 +4811,7 @@ + + GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment. + +-Crafts Unique Objects ++#### Crafts Unique Objects + + You're an inventor of strange and useful objects. + +@@ -4836,7 +4836,7 @@ + (Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should + probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.) + +-Dances With Dark Matter ++#### Dances With Dark Matter + + You can manipulate shadow and "dark" matter. + +@@ -4854,7 +4854,7 @@ + + GM Intrusions: Dark matter skulks away as if possessed by a mind of its own. + +-Defends the Gate ++#### Defends the Gate + + Everyone wants you on their side when it comes to a fight because nothing gets by you. + +@@ -4874,7 +4874,7 @@ + + GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction. + +-Defends the Weak ++#### Defends the Weak + + You stand up for the helpless, the weak, and the unprotected. + +@@ -4896,7 +4896,7 @@ + + GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks. + +-Descends From Nobility ++#### Descends From Nobility + + A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing. + +@@ -4917,7 +4917,7 @@ + GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An + assassin finds the character. + +-Doesn't Do Much ++#### Doesn't Do Much + + You're a slacker, but you know a little about a lot of things. + +@@ -4938,7 +4938,7 @@ + GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the + character. + +-Drives Like A Maniac ++#### Drives Like A Maniac + + Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't + think about the risks when you're behind the wheel. +@@ -4966,7 +4966,7 @@ + GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone + unexpectedly runs in front of the vehicle. + +-Emerged From the Obelisk ++#### Emerged From the Obelisk + + Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating + crystalline obelisk. +@@ -4985,7 +4985,7 @@ + + GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands. + +-Employs Magnetism ++#### Employs Magnetism + + You command metal and the power of magnetism. + +@@ -5004,7 +5004,7 @@ + GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or + drop at just the wrong time. + +-Entertains ++#### Entertains + + You perform, mostly for the benefit of others. + +@@ -5023,7 +5023,7 @@ + GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a + poem or song are forgotten. + +-Exists in Two Places at Once ++#### Exists in Two Places at Once + + You exist in two places at once. + +@@ -5042,7 +5042,7 @@ + GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, + nausea, or confusion. + +-Exists Partially Out of Phase ++#### Exists Partially Out of Phase + + A bit translucent, you're slightly out of phase and can move through solid objects. + +@@ -5060,7 +5060,7 @@ + + GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid. + +-Explores Dark Places ++#### Explores Dark Places + + You're the archetypal treasure hunter, scavenger, and finder of lost things. + +@@ -5081,7 +5081,7 @@ + GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include + an important detail. + +-Fights Dirty ++#### Fights Dirty + + You'll do anything to win a fight: bite, scratch, kick, trick, and worse. + +@@ -5105,7 +5105,7 @@ + + GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires. + +-Fights With Panache ++#### Fights With Panache + + You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch. + +@@ -5125,7 +5125,7 @@ + + GM Intrusions: The display comes off looking silly, clumsy, or unattractive. + +-Flies Faster Than a Bullet ++#### Flies Faster Than a Bullet + + You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do? + +@@ -5145,7 +5145,7 @@ + + GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities. + +-Focuses Mind Over Matter ++#### Focuses Mind Over Matter + + You can telekinetically move objects with your mind without physically touching them. + +@@ -5164,7 +5164,7 @@ + GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, + or breaks. + +-Fuses Flesh and Steel ++#### Fuses Flesh and Steel + + Your body is part machine. + +@@ -5182,7 +5182,7 @@ + + GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts. + +-Fuses Mind and Machine ++#### Fuses Mind and Machine + + Electronic aids implanted in your brain make you a mental powerhouse. + +@@ -5205,7 +5205,7 @@ + GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking + machines. Some people don't trust a person who isn't fully organic. + +-Grows to Towering Heights ++#### Grows to Towering Heights + + For brief periods, you can grow larger and, with enough experience, to towering heights. + +@@ -5228,7 +5228,7 @@ + GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character + breaks through the floor. + +-### HAS A THOUSAND FACES ++#### HAS A THOUSAND FACES + + You can change your appearance to look like anyone else. + +@@ -5252,7 +5252,7 @@ + + GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well. + +-Helps Their Friends ++#### Helps Their Friends + + You love your friends and help them out of any difficulty, no matter what. + +@@ -5277,7 +5277,7 @@ + GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, + repercussions follow. + +-Howls at the Moon ++#### Howls at the Moon + + For brief periods, you become a fearsome and powerful creature with control issues. + +@@ -5295,7 +5295,7 @@ + + GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters. + +-Hunts ++#### Hunts + + You are a stalking hunter who excels at bringing down your selected quarry. + +@@ -5317,7 +5317,7 @@ + + GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed. + +-### IGNORES PHYSICAL DISTANCE ++#### IGNORES PHYSICAL DISTANCE + + You can teleport from one place to another by briefly passing through a parallel dimension. + +@@ -5336,7 +5336,7 @@ + GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) + continues through the teleport, injuring the character. + +-Infiltrates ++#### Infiltrates + + Subtlety, guile, and stealth allow you to get in where others can't. + +@@ -5359,7 +5359,7 @@ + GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are + better left unknown. + +-Interprets the Law ++#### Interprets the Law + + You excel at winning others over to your views. + +@@ -5380,7 +5380,7 @@ + GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off + the rails. + +-Is Idolized by Millions ++#### Is Idolized by Millions + + You're a celebrity and most people adore you. + +@@ -5403,7 +5403,7 @@ + GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, + contract, or other event is canceled. The media posts photos of you in an embarrassing situation. + +-Is Licensed to Carry ++#### Is Licensed to Carry + + You carry a gun and you know how to use it in a fight. + +@@ -5427,7 +5427,7 @@ + GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the + problem. + +-Is Wanted by the Law ++#### Is Wanted by the Law + + "WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a + mistake that snowballed out of control or you actually would kill someone just for looking at you. +@@ -5448,7 +5448,7 @@ + + GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst. + +-Keeps a Magic Ally ++#### Keeps a Magic Ally + + An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, + protector, and weapon. +@@ -5470,7 +5470,7 @@ + GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature + disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it. + +-Leads ++#### Leads + + Your natural leadership capability allows you to command others, including a loyal band of followers. + +@@ -5492,7 +5492,7 @@ + + GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die. + +-Learns Quickly ++#### Learns Quickly + + You deal with bad situations as they arise, learning new lessons each time. + +@@ -5516,7 +5516,7 @@ + + GM Intrusions: Accidents and mistakes are great teachers. + +-Lives in the Wilderness ++#### Lives in the Wilderness + + You can survive in badlands where others perish. + +@@ -5539,7 +5539,7 @@ + GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as + if they were ignorant or barbaric. + +-Looks for Trouble ++#### Looks for Trouble + + You're a scrapper and love a good fight. + +@@ -5562,7 +5562,7 @@ + GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work + against you with things falling or collapsing. + +-Loves the Void ++#### Loves the Void + + When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace. + +@@ -5589,7 +5589,7 @@ + GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are + common in space. + +-Masters Defense ++#### Masters Defense + + You use protective equipment and practiced techniques to avoid becoming hurt in a fight. + +@@ -5611,7 +5611,7 @@ + + GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break. + +-Masters Spells ++#### Masters Spells + + By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, + creeping shadow, and summoning. +@@ -5631,7 +5631,7 @@ + GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the + magic use. + +-Masters the Swarm ++#### Masters the Swarm + + Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you. + +@@ -5650,7 +5650,7 @@ + GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters + of the swarm. + +-Masters Weaponry ++#### Masters Weaponry + + You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else. + +@@ -5672,7 +5672,7 @@ + + GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand. + +-Metes Out Justice ++#### Metes Out Justice + + You right wrongs, protect the innocent, and punish the guilty. + +@@ -5697,7 +5697,7 @@ + GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. + Passing judgment makes enemies. + +-Moves Like a Cat ++#### Moves Like a Cat + + Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is. + +@@ -5722,7 +5722,7 @@ + GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that + it sends the character right into harm's way. + +-Moves Like the Wind ++#### Moves Like the Wind + + You can move so fast that you become a blur. + +@@ -5743,7 +5743,7 @@ + GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, + and the character might run into them. + +-Murders ++#### Murders + + You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders + might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.) +@@ -5766,7 +5766,7 @@ + + GM Intrusions: Most people do not react well to a professional killer. + +-Needs No Weapon ++#### Needs No Weapon + + Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need. + +@@ -5789,7 +5789,7 @@ + GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. + Complicated martial arts moves can knock you off balance. + +-Never Says Die ++#### Never Says Die + + You never quit, can shrug off a beating, and always come back for more. + +@@ -5809,7 +5809,7 @@ + + GM Intrusions: Sometimes, it's equipment or weapons that give out. + +-Operates Undercover ++#### Operates Undercover + + Under the guise of someone else, you seek to find answers the powerful do not want divulged. + +@@ -5829,7 +5829,7 @@ + + GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too. + +-Performs Feats of Strength ++#### Performs Feats of Strength + + A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors. + +@@ -5849,7 +5849,7 @@ + + GM Intrusions: It's easy to break delicate things or hurt someone accidentally. + +-Pilots Starcraft ++#### Pilots Starcraft + + You're a crack starship pilot. + +@@ -5877,7 +5877,7 @@ + + GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found. + +-Plays Too Many Games ++#### Plays Too Many Games + + Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where + people who don't play enough toil and live their dreary lives. +@@ -5903,7 +5903,7 @@ + GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone + who has lived most of their life in imaginary game worlds. + +-Rages ++#### Rages + + When you go berserk, everyone fears you. + +@@ -5923,7 +5923,7 @@ + + GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe. + +-Rides the Lightning ++#### Rides the Lightning + + You create and discharge electrical power. + +@@ -5943,7 +5943,7 @@ + + GM Intrusions: Targets other than those intended are shocked. Objects explode. + +-Runs Away ++#### Runs Away + + Your first instinct is to run from danger, and you've gotten very good at it. + +@@ -5966,7 +5966,7 @@ + GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by + accident. + +-Sailed Beneath the Jolly Roger ++#### Sailed Beneath the Jolly Roger + + You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The + question is, will your past let you go so easily? +@@ -5992,7 +5992,7 @@ + GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get + ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure. + +-Scavenges ++#### Scavenges + + When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival. + +@@ -6013,7 +6013,7 @@ + GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk + scavenged belongs to them. A recycled cypher explodes. + +-### SCULPTS HARD LIGHT ++#### SCULPTS HARD LIGHT + + You create physical objects out of hard light that you can use for offense and defense. + +@@ -6033,7 +6033,7 @@ + + GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color. + +-Sees Beyond ++#### Sees Beyond + + You have a psychic sense that allows you to see what others cannot. + +@@ -6051,7 +6051,7 @@ + + GM Intrusions: Some secrets are too terrible to know. + +-Separates Mind From Body ++#### Separates Mind From Body + You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden. + + Tier 1: Third Eye +@@ -6071,7 +6071,7 @@ + GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to + get their bearings. + +-Shepherds the Community ++#### Shepherds the Community + + You keep the place where you live safe from all danger. + +@@ -6091,7 +6091,7 @@ + + GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character. + +-Shepherds Spirits ++#### Shepherds Spirits + + Wandering souls, nature spirits, and elemental beings aid and support you. + +@@ -6112,7 +6112,7 @@ + + GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding. + +-Shreds the Walls of the World ++#### Shreds the Walls of the World + + Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage. + +@@ -6132,7 +6132,7 @@ + + GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles. + +-### SHRINKS TO MINUTE SIZE ++#### SHRINKS TO MINUTE SIZE + + You can shrink down to the size of a bug and, with enough experience, even smaller. + +@@ -6158,7 +6158,7 @@ + A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who + Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed. + +-Siphons Power ++#### Siphons Power + + You suck power out of machines and creatures alike in order to empower yourself. + +@@ -6180,7 +6180,7 @@ + GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned + power can overload the character, causing feedback. + +-Slays Monsters ++#### Slays Monsters + + You kill monsters. + +@@ -6208,7 +6208,7 @@ + GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's + mother vows revenge. + +-### SOARS ON AMAZING WINGS ++#### SOARS ON AMAZING WINGS + + Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense. + +@@ -6229,7 +6229,7 @@ + GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious + target for an unexpected foe. + +-Solves Mysteries ++#### Solves Mysteries + + You're a master of deduction, using evidence to find the answer. + +@@ -6249,7 +6249,7 @@ + + GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty. + +-Speaks for the Land ++#### Speaks for the Land + + Your spiritual connection to nature and the environment grants you mystical abilities. + +@@ -6270,7 +6270,7 @@ + GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, + leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees. + +-Stands Like a Bastion ++#### Stands Like a Bastion + + Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or + hurt. +@@ -6298,7 +6298,7 @@ + + GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways. + +-### STRETCHES ++#### STRETCHES + + Your body is elastic and rubbery, able to stretch to great lengths and compress when struck. + +@@ -6321,7 +6321,7 @@ + GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and + weak. + +-### TAKES ANIMAL SHAPE ++#### TAKES ANIMAL SHAPE + + You can transform yourself into an animal. + +@@ -6344,7 +6344,7 @@ + + Greater Beast Form applies to using Animal Shape. + +-Talks to Machines ++#### Talks to Machines + + You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and + influence them in ways that others can't. +@@ -6369,7 +6369,7 @@ + + GM Intrusions: The machine malfunctions or acts unpredictably. + +-Throws With Deadly Accuracy ++#### Throws With Deadly Accuracy + + Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect + impact. +@@ -6390,7 +6390,7 @@ + + GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break. + +-Thunders ++#### Thunders + + You emit destructive sound and manipulate soundscapes. + +@@ -6410,7 +6410,7 @@ + + GM Intrusions: Loud noises attract attention. + +-### TOUCHES THE SKY ++#### TOUCHES THE SKY + + You can summon storms or break them apart. + +@@ -6429,7 +6429,7 @@ + GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. + The weather is seeded by a much smaller effect, and a storm grows out of control. + +-Travels Through Time ++#### Travels Through Time + + You can see through time, try to reach through it, and eventually even travel through it. + +@@ -6452,7 +6452,7 @@ + + GM Intrusions: Paradoxes are created. Others remember past events differently. + +-Was Foretold ++#### Was Foretold + + You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great + things of you one day. +@@ -6475,7 +6475,7 @@ + GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a + reputation in outside circles as a fraud. + +-Wears a Sheen of Ice ++#### Wears a Sheen of Ice + + You command the wintery power of cold and ice. + +@@ -6493,7 +6493,7 @@ + + GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break. + +-Wears Power Armor ++#### Wears Power Armor + + Tier 1: Powered Armor + +@@ -6513,7 +6513,7 @@ + GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. + NPCs are scared by the power armor. + +-### WIELDS AN ENCHANTED WEAPON ++#### WIELDS AN ENCHANTED WEAPON + + You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of + combat with it. +@@ -6537,7 +6537,7 @@ + GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an + action to reestablish the attunement. The weapon's energy discharges in an unexpected way. + +-### WIELDS INVISIBLE FORCE ++#### WIELDS INVISIBLE FORCE + + You bend light and manipulate beams of force for offense and defense. + +@@ -6558,7 +6558,7 @@ + GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual + or unexpected attack. + +-Wields Two Weapons at Once ++#### Wields Two Weapons at Once + + You bear steel with both hands, ready to take on any foe. + +@@ -6578,7 +6578,7 @@ + + GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip. + +-Works for a Living ++#### Works for a Living + + You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids. + +@@ -6600,7 +6600,7 @@ + GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some + people are rude to those who work for a living. + +-Works Miracles ++#### Works Miracles + + You can heal others with a touch, alter time to help others, and are generally beloved by everyone. + +@@ -6619,7 +6619,7 @@ + GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that + they hold one against their will. + +-Works the Back Alleys ++#### Works the Back Alleys + + You make your way unseen, stealing from the wealthy to achieve your ends. + +@@ -6637,7 +6637,7 @@ + + GM Intrusions: Thieves are thrown in jail. Powerful enemies are made. + +-Works the System ++#### Works the System + + You can exploit flaws in artificial systems, including but not limited to computer code. + +@@ -6657,7 +6657,7 @@ + + GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps. + +-Would Rather Be Reading ++#### Would Rather Be Reading + + Books are your friends. What's more important than knowledge? Nothing. + +@@ -6679,7 +6679,7 @@ + + GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break. + +-TakeS ANiMAL SHAPE ++#### TakeS ANiMAL SHAPE + + A shapechanger who can take the form of various animals. + +@@ -6700,7 +6700,7 @@ + GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. + The transformation takes longer than expected. + +-### USES WILD MAGIC ++#### USES WILD MAGIC + + spellcaster who learns a variety of spells instead of focusing on just one kind of magic. + +@@ -6722,7 +6722,7 @@ + Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith + that of a random cypher. + +-### WALKS THE WILD WOODS ++#### WALKS THE WILD WOODS + + An adherent of nature magic who draws on the power and strength of trees. + +@@ -6743,7 +6743,7 @@ + GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil + hearts and hate all walkingthings. + +-### WEILDS AN ENCHANTED WEAPON ++#### WEILDS AN ENCHANTED WEAPON + + One who channels magic through or from a weapon to create a unique fighting style. + +@@ -6784,7 +6784,7 @@ + A white rectangular object with a blue border Description automatically generated + +-### FOCUS CATEGORIES ++#### FOCUS CATEGORIES + + Ally use + +@@ -6808,7 +6808,7 @@ + + Tank combat + +-### CHOOSING ABILITIES BY RELATIVE POWER ++#### CHOOSING ABILITIES BY RELATIVE POWER + + The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high + tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into +@@ -6825,7 +6825,7 @@ + available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing + factor. + +-### BALANCING ABILITIES ++#### BALANCING ABILITIES + + The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes + it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the +@@ -6842,7 +6842,7 @@ + the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, + but don't underpower it, either. + +-### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE ++#### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE + + Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the + guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to +@@ -6854,14 +6854,14 @@ + the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your + new focus something like Channels the Ninth Circle. + +-### ABILITY SWAP ++#### ABILITY SWAP + + If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically + overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out + one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the + abilities normally granted by the character's type. + +-### CONCEPT AND CATEGORY ++#### CONCEPT AND CATEGORY + + Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus + within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways +@@ -6899,7 +6899,7 @@ + refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a + PC can make at a lower tier. + +-### CREATING BRAND-NEW ABILITIES ++#### CREATING BRAND-NEW ABILITIES + + You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as + close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should +@@ -6914,16 +6914,16 @@ + + As a good rule of thumb, a typical ability should cost points equal to its tier. + +-### CHOOSE GM INTRUSIONS ++#### CHOOSE GM INTRUSIONS + + Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus + being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. + But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to + yield some particularly devilish options. + +-### FOCUS CATEGORIES ++#### FOCUS CATEGORIES + +-### ALLY USE ++##### ALLY USE + + Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a + variety of ways, but at base they usually provide an asset to the character's actions. +@@ -7010,7 +7010,7 @@ + For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise + impossible-to-glean information. + +-### BASIC ++##### BASIC + + Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve + a character fall within the basic category. An overarching theme is also included, as with most of the other categories, +@@ -7084,7 +7084,7 @@ + the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be + reasonable. Granting additional training, assets, or Edge would also be fine. + +-### ENERGY MANIPULATION ++##### ENERGY MANIPULATION + + Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of + energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a +@@ -7158,7 +7158,7 @@ + abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if + using electricity), creating solid objects out of the energy, and so on. + +-### ENVIRONMENT MANIPULATION ++##### ENVIRONMENT MANIPULATION + + Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are + environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and +@@ -7248,7 +7248,7 @@ + the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of + manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. + +-### EXPLORATION ++##### EXPLORATION + + Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new + locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments +@@ -7325,7 +7325,7 @@ + The other option should be something that benefits the character, either an offensive or defensive ability, or yet + another ability that further broadens their capacity to explore in the focus's chosen realm. + +-### INFLUENCE ++##### INFLUENCE + + Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, + or to rise to some other prestigious and significant position—fall within the influence category. +@@ -7408,7 +7408,7 @@ + If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of + influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. + +-### IRREGULAR ++##### IRREGULAR + + Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, + certain foci themes are so wide that they don't fit into any other category except an irregular one of their own. +@@ -7479,7 +7479,7 @@ + tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, + information-gathering, or healing ability, depending on the focus's overarching theme. + +-### MOVEMENT EXPERTISE ++##### MOVEMENT EXPERTISE + + Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with + stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise +@@ -7561,7 +7561,7 @@ + movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability + related to the movement. + +-### STRIKER COMBAT ++##### STRIKER COMBAT + + Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive + abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally +@@ -7666,7 +7666,7 @@ + with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, + or get away in order to fight another day. + +-### SUPPORT ++##### SUPPORT + + Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. + Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize +@@ -7740,7 +7740,7 @@ + The other option could provide an alternative ultimate method of helping another; many foci in this category do. + However, an option that provides high-tier offense or defense is also completely reasonable. + +-### TANK COMBAT ++##### TANK COMBAT + + Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank + combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular +@@ -7847,13 +7847,13 @@ + high-tech + devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre. + +-### TIER 1 ++#### TIER 1 + + Combat Prowess + + Enhanced Potential + +-### TIER 2 ++#### TIER 2 + + Lower-tier ability: choose any tier 1 replacement ability, above. + +@@ -7863,7 +7863,7 @@ + + Skill With Attacks + +-### TIER 3 ++#### TIER 3 + + Lower-tier ability: choose any tier 1 or 2 replacement ability, above. + +@@ -7871,7 +7871,7 @@ + + Fusion Armor + +-### TIER 4 ++#### TIER 4 + + Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above. + +@@ -7879,7 +7879,7 @@ + + Built-in Weaponry + +-### TIER 5 ++#### TIER 5 + + Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above. + +@@ -7887,7 +7887,7 @@ + + Defensive Field + +-### TIER 6 ++#### TIER 6 + + Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above. + +@@ -7936,7 +7936,7 @@ + the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability + category would be appropriate choices. + +-### ATTACK SKILL ++#### ATTACK SKILL + + Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of + physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm +@@ -7994,7 +7994,7 @@ + + Specialized Basher + +-### COMPANION ++#### COMPANION + + Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your + follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, +@@ -8119,7 +8119,7 @@ + + True Necromancy + +-### CONTROL ++#### CONTROL + + Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such + as using psychic mind control, fear gas, and so on. +@@ -8198,7 +8198,7 @@ + + Word of Command + +-### CRAFT ++#### CRAFT + + Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, + artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or +@@ -8256,7 +8256,7 @@ + + Reshape + +-### CURE ++#### CURE + + Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful + effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying. +@@ -8401,7 +8401,7 @@ + + Vigilant + +-### ENVIRONMENT ++#### ENVIRONMENT + + Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, + illusions, and so on. +@@ -8496,7 +8496,7 @@ + + The Wild Is on Your Side + +-### INFORMATION ++#### INFORMATION + + Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the + GM giving the answer, or by learning a language. +@@ -8590,7 +8590,7 @@ + + Telepathic Network + +-### META ++#### META + + Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the + difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the +@@ -8996,7 +8996,7 @@ + + Winter Gauntlets + +-### MOVEMENT ++#### MOVEMENT + + Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement + (such as flight, wallcrawling, phasing, or teleporting). +@@ -9100,7 +9100,7 @@ + + Windwracked Traveler + +-### PROTECTION ++#### PROTECTION + + Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or + increases Armor, or otherwise helps prevent damage. +@@ -9358,7 +9358,7 @@ + + Wear It Well + +-### SENSES ++#### SENSES + + Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to + stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does. +@@ -9437,7 +9437,7 @@ + + True Senses + +-### SOCIAL ++#### SOCIAL + + Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your + social status. +@@ -9482,7 +9482,7 @@ + + Group Friendship + +-### SPECIAL ATTACK ++#### SPECIAL ATTACK + + Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might + do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities +@@ -9840,7 +9840,7 @@ + + Word of Death + +-### SUPPORT ++#### SUPPORT + + Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll. + +@@ -9950,7 +9950,7 @@ + + Work the Friendship + +-### TASK ++#### TASK + + Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, + and so on). +@@ -10323,7 +10323,7 @@ + + Using the Environment + +-### TRANSFORM ++#### TRANSFORM + + A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also + includes apparent transformations like disguises and invisibility. +@@ -10390,7 +10390,7 @@ + + Wild Camouflage + +-Abilities—A ++### Abilities --- A + + A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming + animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on +@@ -10698,7 +10698,7 @@ + ten minutes, you are aware of all living things within long range (including their general position), and by + concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action. + +-Abilities—B ++### Abilities --- B + + Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue + to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be +@@ -11005,7 +11005,7 @@ + addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the + barrier, each level adding 3 feet (1 m). Action. + +-Abilities—C ++### Abilities --- C + + Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears + as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists +@@ -11391,7 +11391,7 @@ + type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for + example, you probably can't transform a pill into a helmet. Enabler. + +-Abilities—D ++### Abilities --- D + + Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler. + +@@ -11842,7 +11842,7 @@ + disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. + Action. + +-Abilities—E ++### Abilities --- E + + Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on + a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five +@@ -12135,7 +12135,7 @@ + Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it + were extremely dim light. Enabler. + +-Abilities—F ++### Abilities --- F + + Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or + impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone +@@ -12436,7 +12436,7 @@ + blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not + wearing physical armor. Enabler. + +-Abilities—G ++### Abilities --- G + + Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small + dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll +@@ -12634,7 +12634,7 @@ + + Gunner: You inflict 1 additional point of damage with guns. Enabler. + +-Abilities—H ++### Abilities --- H + + Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can + discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance +@@ -12756,7 +12756,7 @@ + Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful + of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action. + +-Abilities—I ++### Abilities --- I + + Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you + +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2 +@@ -13102,7 +13102,7 @@ + For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one + additional target within short range as long as it is next to the prior target. Action. + +-Abilities—J ++### Abilities --- J + + Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can + see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can +@@ -13133,7 +13133,7 @@ + + Just a Bit Mad: You are trained in Intellect defense tasks. Enabler. + +-Abilities—K ++### Abilities --- K + + Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second + Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of +@@ -13165,7 +13165,7 @@ + as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you + must choose two different skills. Enabler. + +-Abilities—L ++### Abilities --- L + + Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of + unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or +@@ -13284,7 +13284,7 @@ + Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge + hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action. + +-Abilities—M ++### Abilities --- M + + Machine Affinity: You are trained in tasks involving electrical machines. Enabler. + +@@ -13700,7 +13700,7 @@ + attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour + instead of ten minutes. Enabler. + +-Abilities—N ++### Abilities --- N + + Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets, + or intimidating others. Enabler. +@@ -13780,7 +13780,7 @@ + Nullify Sound (3 Might points): You pulse perfectly misaligned sounds within short range to create a zone of absolute + quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate. + +-Abilities—O ++### Abilities --- O + + Object Bond (3 Intellect points): When you manifest the magic ally from your Bound Magic Creature ability, it can move + up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended +@@ -13885,7 +13885,7 @@ + or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as + you wish, within reason. Action. + +-Abilities—P ++### Abilities --- P + + Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten + rounds you ease all Speed defense rolls. Enabler. +@@ -14158,7 +14158,7 @@ + + Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler. + +-Abilities—Q ++### Abilities --- Q + + Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all + tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a +@@ -14220,7 +14220,7 @@ + Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most + situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler. + +-Abilities—R ++### Abilities --- R + + 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 +@@ -14491,7 +14491,7 @@ + + Runner: Your standard movement increases from short to long. Enabler. + +-Abilities—S ++### Abilities --- S + + Safe Fall: You reduce the damage from a fall by 5 points. Enabler. + +@@ -15063,7 +15063,7 @@ + Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but + dazes your target for one round, during which time all tasks it performs are hindered. Action. + +-Abilities—T ++### Abilities --- T + + Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to + listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your +@@ -15426,7 +15426,7 @@ + Two Things at Once (6 Intellect points): The ultimate test: you divide your attention and take two separate actions this + round. Enabler. + +-Abilities—U ++### Abilities --- U + + Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler. + +@@ -15497,7 +15497,7 @@ + or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a + different cypher—the usurping ability works only once. Action to initiate. + +-Abilities—V ++### Abilities --- V + + Vacuum Skilled: You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit + design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and +@@ -15535,7 +15535,7 @@ + Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one + round as quickly as you can move. Enabler. + +-Abilities—W ++### Abilities --- W + + Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per + round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until +@@ -15747,13 +15747,13 @@ + intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available + again until after you make a ten-hour recovery roll. Enabler. + +-Abilities—Y ++### Abilities --- Y + + You Studied: To be able to put two and two together to reach a deduction, you have to know a few things. You are trained + in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized + in one area. Enabler. + +-Abilities—Z ++### Abilities --- Z + + Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not + yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can +@@ -15836,7 +15836,7 @@ + ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar, + but amounts might not be tracked on the character sheets. + +-### PRICE CATEGORIES ++#### PRICE CATEGORIES + + There are five price categories for goods and services. + +@@ -15865,7 +15865,7 @@ + about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly + what they worry about.) + +-### USING THE PRICE CATEGORIES ++#### USING THE PRICE CATEGORIES + + Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of + ways. +@@ -15905,7 +15905,7 @@ + Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many + genres, it's quite odd, at best, to run around in armor tougher than a leather jacket. + +-### USING ARMOR ++#### USING ARMOR + + Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when + attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based +@@ -15940,7 +15940,7 @@ + + + +-### FANTASY ARMOR DESCRIPTIONS ++#### FANTASY ARMOR DESCRIPTIONS + + You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the + Speed Effort cost of the worst one). +@@ -16052,7 +16052,7 @@ + available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous + weapons. + +-### FANTASY WEAPONS DESCRIPTIONS ++#### FANTASY WEAPONS DESCRIPTIONS + + Battleaxe: A wooden pole with a blade on one end. + +@@ -16185,7 +16185,7 @@ + Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a + long distance (or farther). + +-Adventuring equipment DESCRIPTIONS ++### Adventuring equipment DESCRIPTIONS + + Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). + If poured carefully, it can damage or destroy a small item or areas made of stone or metal. +@@ -16301,7 +16301,7 @@ + | Torch | 1 cp | + | Waterskin | 2 sp | + +-Miscellaneous Items and Services ++### Miscellaneous Items and Services + + Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, + lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an +@@ -16573,7 +16573,7 @@ + Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum + number of points needed to complete the action, they automatically fail at the task. + +-### DETERMINING TASK STAT ++#### DETERMINING TASK STAT + + Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require + strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes +@@ -16585,7 +16585,7 @@ + character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at + Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls. + +-### DETERMINING TASK DIFFICULTY ++#### DETERMINING TASK DIFFICULTY + + The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To + make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a +@@ -16616,7 +16616,7 @@ + Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the + characters. + +-### MODIFYING THE DIFFICULTY ++#### MODIFYING THE DIFFICULTY + + After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification + applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be +@@ -16636,7 +16636,7 @@ + (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from + skills, one or two steps from assets, and one to six steps from Effort.) + +-### SKILLS ++##### SKILLS + + Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one + character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all +@@ -16645,7 +16645,7 @@ + eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two + steps from being trained and specialized don't count. + +-### ASSETS ++##### ASSETS + + An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open + a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl +@@ -16656,7 +16656,7 @@ + reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be + reduced by more than four steps without using Effort.) + +-### EFFORT ++##### EFFORT + + A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most + appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points +@@ -16674,7 +16674,7 @@ + level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level + of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task. + +-### ROLLING THE DIE ++#### ROLLING THE DIE + + To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they + succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small +@@ -16697,7 +16697,7 @@ + This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since + reducing the difficulty to 0 or lower means no roll is needed. + +-### THE PLAYER ALWAYS ROLLS ++##### THE PLAYER ALWAYS ROLLS + + In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a + moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to +@@ -16710,7 +16710,7 @@ + eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's + attack rolls. + +-### SPECIAL ROLLS ++##### SPECIAL ROLLS + + If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. + These are explained in more detail in the following sections. +@@ -16731,7 +16731,7 @@ + action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not + spent them at all. + +-### GM INTRUSION ++###### GM INTRUSION + + GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that + something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong +@@ -16744,7 +16744,7 @@ + (For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System + chapter.) + +-### MINOR EFFECT ++###### MINOR EFFECT + + A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the + PC, but not overwhelming. +@@ -16783,7 +16783,7 @@ + effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 + additional points of damage as the minor effect, no extra roll is needed. + +-### MAJOR EFFECT ++###### MAJOR EFFECT + + A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the + character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are +@@ -16823,7 +16823,7 @@ + This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each + round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried. + +-### INITIAL COST ++##### INITIAL COST + + The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the + task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door +@@ -16883,7 +16883,7 @@ + + Boxed text: + +-### OTHER DISTANCES ++#### OTHER DISTANCES + + In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so + on). However, the following shorthand distances can be useful in some settings: +@@ -16912,7 +16912,7 @@ + + Boxed text: + +-### TIMEKEEPING ++TIMEKEEPING + + | | | + |-----------------------------------------------------------------|-----------------------------------------------| +@@ -17022,7 +17022,7 @@ + + Do something else + +-### ACTION: ATTACK ++#### ACTION: ATTACK + + An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an + attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is +@@ -17061,7 +17061,7 @@ + Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and + other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter. + +-Damage ++##### Damage + + When an attack strikes a character, it usually means the character takes damage. + +@@ -17084,7 +17084,7 @@ + attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a + natural 17 on the attack roll deals 1 additional point of damage. + +-Armor ++##### Armor + + Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character + takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a +@@ -17113,20 +17113,20 @@ + sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire + attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks. + +-Ambient Damage ++###### Ambient Damage + + Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most + of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these + kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a + well-insulated suit of armor can protect against cold weather. + +-Damage From Hazards ++###### Damage From Hazards + + Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being + burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be + comprehensive, the Damage From Hazards table includes common examples. + +-### DAMAGE FROM HAZARDS ++###### DAMAGE FROM HAZARDS + + | | | | + |---------------|---------------------------------------------------|---------------------------------------| +@@ -17144,12 +17144,12 @@ + | Huge crush | 6 points | Roof collapse; cave-in | + | Collision | 6 points | Large, fast object strikes character | + +-### SPACE HAZARDS ++###### SPACE HAZARDS + + A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are + more site specific than the general threats presented in Chapter 5: Conflicts of the Future. + +-### GRAVITY WELL ++###### GRAVITY WELL + + All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a + hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the +@@ -17165,7 +17165,7 @@ + Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing + the craft to expend additional power to get free (power it may or may not have) + +-### BLACK HOLE ++###### BLACK HOLE + + Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A + couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time +@@ -17189,7 +17189,7 @@ + from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated + post-singularity AI or ancient ultra. + +-### RADIATION BELT/SOLAR FLARE ++###### RADIATION BELT/SOLAR FLARE + + Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge, + causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same +@@ -17203,7 +17203,7 @@ + single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on + the damage track for each day they fail a Might defense roll until they expire. + +-### ASTEROID/DEBRIS FIELD ++###### ASTEROID/DEBRIS FIELD + + Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through + to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in +@@ -17220,7 +17220,7 @@ + spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's + spin, then slide into the cramped space. + +-The Effects of Taking Damage ++##### The Effects of Taking Damage + + When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten + into submission. +@@ -17259,7 +17259,7 @@ + However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves + more slowly, is stunned, and so on.) + +-The Damage Track ++##### The Damage Track + + As noted above, the damage track has four states: hale, impaired, debilitated, and dead. + +@@ -17284,7 +17284,7 @@ + (The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If + you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.) + +-Recovering Points in a Pool ++##### Recovering Points in a Pool + + After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its + maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points +@@ -17321,7 +17321,7 @@ + | Third recovery roll | One hour | + | Fourth recovery roll | Ten hours | + +-Restoring the Damage Track ++##### Restoring the Damage Track + + Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up + one step on the damage track. +@@ -17331,7 +17331,7 @@ + character who is debilitated from a hit with a + cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool. + +-Special Damage ++##### Special Damage + + In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of + ways, only some of which are easily represented by points of damage. +@@ -17361,7 +17361,7 @@ + effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition + can be alleviated (if possible). + +-NPCs and Special Damage ++##### NPCs and Special Damage + + The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but + nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, +@@ -17371,7 +17371,7 @@ + usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the + same effect as it would have on a PC. + +-### ATTACK MODIFIERS AND SPECIAL SITUATIONS ++##### ATTACK MODIFIERS AND SPECIAL SITUATIONS + + In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers + they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines +@@ -17387,7 +17387,7 @@ + long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is + right there, your target is close, your target is pretty far away, or your target is extremely far away.) + +-Cover ++###### Cover + + If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against + the character are hindered. +@@ -17397,7 +17397,7 @@ + shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker + can't see the character clearly, this still counts as cover (attacks against the character are hindered). + +-Position ++###### Position + + Sometimes where a character stands gives them an advantage or a disadvantage. + +@@ -17406,7 +17406,7 @@ + + Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased. + +-Surprise ++###### Surprise + + When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an + invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this +@@ -17414,7 +17414,7 @@ + + If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step. + +-Range ++###### Range + + In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into + melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within +@@ -17442,7 +17442,7 @@ + attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a + bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.) + +-Illumination ++###### Illumination + + What characters can see (and how well they can see) plays a huge factor in combat. + +@@ -17464,7 +17464,7 @@ + the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light + spotting ease the task by two steps. + +-Visibility ++###### Visibility + + Similar to illumination, factors that obscure vision affect combat. + +@@ -17478,7 +17478,7 @@ + attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without + the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion. + +-Water ++###### Water + + Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things + difficult, and being underwater entirely can seem as different as being on another world. +@@ -17496,7 +17496,7 @@ + category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range + weapons work only to immediate range. + +-Moving Targets ++###### Moving Targets + + Moving targets are harder to hit, and moving attackers have a difficult time as well. + +@@ -17511,7 +17511,7 @@ + difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a + ship. + +-### SPECIAL SITUATION: COMBAT BETWEEN NPCs ++##### SPECIAL SITUATION: COMBAT BETWEEN NPCs + + When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC + attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their +@@ -17519,7 +17519,7 @@ + NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action + rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins). + +-### SPECIAL SITUATION: COMBAT BETWEEN PCs ++##### SPECIAL SITUATION: COMBAT BETWEEN PCs + + When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense + roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease +@@ -17528,7 +17528,7 @@ + higher, + the attack misses. Damage is resolved normally. The GM mediates all special effects. + +-### SPECIAL SITUATION: AREA ATTACKS ++##### SPECIAL SITUATION: AREA ATTACKS + + Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can + potentially harm or affect everyone in the area. +@@ -17549,7 +17549,7 @@ + caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. + Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them. + +-### SPECIAL SITUATION: ATTACKING OBJECTS ++##### SPECIAL SITUATION: ATTACKING OBJECTS + + Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? + Attacking inanimate objects with a melee weapon is a Might action. Objects have +@@ -17576,7 +17576,7 @@ + damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the + object, the attack cannot damage the object no matter what the roll. + +-### ACTION: ACTIVATE A SPECIAL ABILITY ++#### ACTION: ACTIVATE A SPECIAL ABILITY + + Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability + affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is +@@ -17591,7 +17591,7 @@ + If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major + effect, which would reduce the cost for their action. + +-### ACTION: MOVE ++#### ACTION: MOVE + + As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, + sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so +@@ -17673,7 +17673,7 @@ + gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. + Vehicle chases are handled similarly. + +-### ACTION: WAIT ++#### ACTION: WAIT + + You can wait to react to another character's action. + +@@ -17687,7 +17687,7 @@ + + (Waiting is also a useful tool for cooperative actions (see below).) + +-### ACTION: DEFEND ++#### ACTION: DEFEND + + Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses + its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with +@@ -17713,7 +17713,7 @@ + + Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action. + +-### ACTION: DO SOMETHING ELSE ++#### ACTION: DO SOMETHING ELSE + + Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the + difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all +@@ -17735,7 +17735,7 @@ + in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The + task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.) + +-### CLIMBING ++##### CLIMBING + + When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through + difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing +@@ -17754,7 +17754,7 @@ + | 8 | Smooth, horizontal surface (climber is upside down) | + | 10 | Glass wall or similar surface | + +-### COOPERATIVE ACTIONS ++##### COOPERATIVE ACTIONS + + There are many ways multiple characters can work together. None of these options, however, can be used at the same time + by the same characters. +@@ -17790,7 +17790,7 @@ + nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of + damage. A character cannot willingly take more than one attack each round in this way. + +-### CRAFTING, BUILDING, AND REPAIRING ++##### CRAFTING, BUILDING, AND REPAIRING + + Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing + a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or +@@ -17898,7 +17898,7 @@ + | 9 | Technological item (something from beyond Earth) | Many years | + | 10 | Technological item (something from beyond Earth) | Many years | + +-### GUARDING ++##### GUARDING + + In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense + tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character +@@ -17910,21 +17910,21 @@ + Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If + the PC succeeds, they can make their attack normally. + +-### HEALING ++##### HEALING + + You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing + restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect + action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a + difficulty 3 task with a target number of 9. + +-### INTERACTING WITH CREATURES ++##### INTERACTING WITH CREATURES + + The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like + punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a + wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or + some other way to communicate. Learning new languages is the same as learning a new skill. + +-### JUMPING ++##### JUMPING + + Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from + the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6. +@@ -17942,14 +17942,14 @@ + (There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise + distance. The rules here are just so everyone has some guidelines.) + +-### LOOKING OR LISTENING ++##### LOOKING OR LISTENING + + Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look + for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's + a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty + of your roll. + +-### MOVING A HEAVY OBJECT ++##### MOVING A HEAVY OBJECT + + You can push or pull something very heavy and move it an immediate distance as your action. + +@@ -17958,7 +17958,7 @@ + 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance + as your action. + +-### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK ++##### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK + + As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a + device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under +@@ -17970,7 +17970,7 @@ + destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and + know-how.) + +-### RIDING OR PILOTING ++##### RIDING OR PILOTING + + If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll + to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there). +@@ -17991,19 +17991,19 @@ + | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round | + | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control | + +-### SNEAKING ++##### SNEAKING + + The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed + eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim + lighting conditions and having plenty of things to hide behind. + +-### SWIMMING ++##### SWIMMING + + If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement + rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might + roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool. + +-### UNDERSTANDING, IDENTIFYING, OR REMEMBERING ++##### UNDERSTANDING, IDENTIFYING, OR REMEMBERING + + When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. + For a bit of knowledge, the GM determines the difficulty.